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Secrets of the Tower

By Skip Williams
Credits
Editor: Sue Weinlein Cook
Proofreader: Cerrie A. Bebris
Creative Director: Harold Johnson
Typographer: Angelika Lokotz
Graphic Designers: Shan Ren and Dawn Murin
Cover Illustrator: Jeff Easley
Interior Illustrators: Jason Burrows, James A. Crabtree, and Valerie Valusek
Cartohraphers: Diesel and Rob Lazzaretti
Art Director: S. Daniele
Special Thanks To: William W. Connors, Steve Miller, Sue Weinlein Cook, Karen Wynn Fonstad, and
to Margaret Weis, Tracy Hickman, and Mary Kirchoff, whose novels provided this book with
descriptive quotes to begin each chapter.
The Fifth Age authors gratefully acknowledge the original pioneers of Krynn: Larry Elmore, Jeff
Grubb, Harold Johnson, Douglas Niles, Carl Smith, Michael Williams - and, of course, Margaret Weis
Table of Contents

Chapter One: History of the Tower
High Sorcery is Born
Building the Towers
Througn the Ages
Chapter Two: The Tower's Environs
Landscape and Climate
Residents
Beryl and the Tower
Economy
Notable Sites
Chapter Three: A Visit to the Tower
The Approach
Sidebar: Mobility
The Tower's Defenses
The Tower's Exteroir
Sidebar: Rules of Conduct
The Central Towers
Map: The Crypts
Map: Fourth Floor
Sidebar: The Master
Sidebar: Magic and the Tower
Map: Jaclyn's Suite
Map: Palin's Laboratory
Chapter Four: Items of Magic
Jaclyn's Introduction
Determining an Item's Powers
The Catalogue
Using the Items
Terminology
Alchemical Mixtures
Magical Writings
Rings
Rods
Staves
Wands
Other Items
and Tracy Hickman.
Author's Foreword:
Welcome to the Tower of High Sorcery at Wayreth, a bastion of magic that has stood for three
millennia. This Tower, where famed archmage Raistlin Majere once took his Test of High Sorcery, has
endured two world-shaking cataclysms, one attempt to overthrow the gods, and no mortal knows what
else!
This book puts the most exhaustive collection of lore about the Tower right at your fingertips. The basic
material is drawn from twelve years' worth of DRAGONLANCE novels and games. Best of all, these
coveted Secrets of the Tower have been updated to the current Fifth Age of Krynn and adapted for the
SAGA rules system.
Within these pages, you'll glimpse the mysterious residents of the Tower and some of the magical
treasures stored within. Chapter One delves into the building of the five Towers of High Sorcery and the
history of Wayreth in particular. Chapter Two looks more closely at the area around the Tower as it
exists today. In Chapter Three, you receive a visitor's tour of the Tower - plus you get to peek into areas
no visitor is allowed to enter, including the Master of the Tower's study and Palin Majere's laboratory.
This chapter also includes valuable maps to help you plan your own unique scenes in and around the
Tower.
Finally, Chapter Four presents an accounting of Krynn's items of magic. The description of each item is
taken from the journals of a learned mage, and game details for each one explain the objectts arcane
powers and how heroes can use them in adventures.
If you're interested in reading more about the Towers of High Sorcery; especially Wayreth, look for
these DRAGONLANCE books:
- The Legends trilogy: Time of the Twins, Test of the Twins, and War of the Twins, by Margaret Weis
and Tracy Hickman.
- The Defenders of Magic trilogy: Night of the Eye, The Medusa Plague, and The Seventh Sentinel, by
Mary Kirchoff.
- The Reign of Istar (especially "The Silken Threads"), an anthology.
- Hammer and Axe, by Dan Parkinson (an entertaining though largely apocryphal tale involving the
Tower, told from the dwarven point of view).
- The Magic of Krynn (especially "Test of the Twins" and "The Legacy"), an anthology.
Your trip through the Tower will introduce you to magic from all of Krynn's Great Ages, including the
Age of Mortals. Enjoy the journey!
History of the Tower
The Tower of Wayreth had been, for centuries, the last outpost of magic upon the continent of Ansalon.
Here the mages had been driven, when the ordered them from the other Towers. Here they had come,
leaving the Tower in Istar, now under the Blood Sea, leaving the accursed and blackened Tower in
Palanthas.
- Lore of the Tower,
Time of the Twins
Towers of High Sorcery once stood in Palanthas in northwestern Ansalon, Daltigoth on Southern
Ergoth, Wayreth within the Qualinesti Forest, the Goodlund Peninsula in the east, and doomed Istar in
the northeast. Although the Tower at Wayreth is the only one still standing in the Fifth Age, these
magical constructions all share a common history - one that begins long ago, in the Age of Dreams,
when the power of High Sorcery came to the land of Ansalon.
High Sorcery is Born
Three thousand years ago during the Second Dragon War, when the First Born Five dragons ravaged the
land, three mages summoned potent magic and commanded the elements to swallow these Evil wyrms
forever. The spell defeated the dragons, but the mages unleashed. The spell ran wild. Thou- sands died
in the earthquakes, storms, fire, and floods that raged for months.
Fearing for their lives, the mages retreated to a tower and called upon the gods of magic - Solinari,
Lunitari, and Nuitari - for aid. The gods heard their pleas. They seized the tower and moved it to a place
beyond the world where they could teach the three mages a new magical art: High Sorcery. The gods of
magic then clouded the minds of other mortals so the wild mages left after the war could escape into the
wilderness.
For a century, the gods tutored their three disciples in the ways of High Sorcery. This arcane power,
much more controllable than the wild magic that came before, was a powerful way for spellcasters to
harness Krynn's primordial magic. The mages ultimately mastered this new magical art and became the
first wizards of High Sorcery. They returned to Krynn at the gods' command to lead other wild mages
out of hiding and to teach them the new magical art. To this end, the wizards formed the three Orders of
High Sorcery to train, protect, and govern wizards.
Each order dedicated itself to one of the three gods and to the magic that god had bestowed upon the
world. The Order of the White Robes followed Solinari, the god of good who held dominion over quiet
and constructive magic. The Order of the Red Robes pledged itself to Lunitari, the goddess of Neutrality
whose domain was illusion and reshaping magic. The Order of the Black Robes followed Nuitari, the
god of Evil who held dominion over commanding and destructive magic.
Once the three wizards had returned to Krynn, the gods of magic closed the way to the original tower so
no ordinary mortal or wizard could learn the secrets it harbored. This tower became known as the Lost
Citadel. During the Fourth Age, at least two wizards - the former head of the Red Robes Belize and the
renegade wizard Lyim Rhistadt - attempted to locate and enter the Lost Citadel so that they, too, could
learn secrets from the gods of magic. Both attempts failed, however, and the Lost Citadel was
completely cut off from Krynn when the gods departed after the Chaos War. It might even have been
destroyed - no mortal knows for sure.
Building the Towers
To carry out their mission to spread magical knowledge and to protect their new art, the wizards built
five towers that would serve as bastions of magic in a hostile world. These Towers of High Sorcery also
would serve as neutral ground where the wizards could meet and practice their magical arts, free of the
enmities and concerns of the wider world.
Building a Tower was no small undertaking. Besides being an impressive structure, each Tower also
was a powerful artifact. A committee of wizards from all three orders set the general design: a multi-
spired tower surrounded by a magical forest. The construction was left to wizards living near each
Tower's site, so each of them was unique in its details.
In constructing the Towers, the wizards wished to honor the gods of magic who had taught them the art
of High Sorcery. They also wanted to make the enchantments they used to create each Tower as strong
as possible. Therefore, they chose possible Tower sites only after carefully observing Krynn's three
moons, which represented the gods of magic in the heavens and exerted great influence over wizardly
magic.
Once their astronomical observations were complete, teams of three wizards, one from each order,
visited every potential site, making further observations of the moons and examining the a fragmentary
manuscript penned by one Megistal, a wizard of the Red Robes, an ideal site was a place:
- Where high was low and low was high;
- Where yesterday, today, and tomorrow formed a perfect circle; and
- Where Krynn's three moons periodically formed the points of a perfect triangle whose exact center
would fall directly over the Tower.
In addition, arcane lore claims the sites were all linked through the flesh of Krynn and the spirit of the
Conclave. When one Tower was destroyed - as were those at Daltigoth and Goodlund - the others
became stronger.
Though the early astronomical observations indicated that the continent of Ansalon held at least seven
sites with favorable magical properties, the wizards initially chose to build only five Towers.
When planning a Tower, the wizards also had to weigh such mundane considerations as the number of
wizards living near each site (to help with the construction both magically and physically), the
availability of building materials, and whether anyone living nearby might object to the wizards'
presence - the dwarves ofThorbardin thwarted one attempt to build a Tower. Still, some wizards insisted
that magic would never be properly balanced until Towers stood at all seven locations, and attempts to
construct the two additional Towers continued sporadically for centuries.
The five sites all had outstanding magical properties and stood in wilderness areas, far from civilization.
Three of the sites, however, also proved ideal for settlement and, as the centuries passed, the cities of
Daltigoth, Palanthas, and Istar grew up around these Towers. Only the Towers at Wayreth and Goodlund
remained remote.
Stones of Threes
To speed construction, the wizards created seven stones of threes. Each stone looked like a large, conical
gem with rapidly switched between red, white, and black. As a team of wizards planted a stone of threes
at a Tower site, they initiated a series of spells to raise the Tower's foundations from the bones of the
earth and create a magical field where the Tower's surrounding forest would grow. These forests sprang
into existence overnight, complete with their protective magical qualities (see page 7). The building's
magical foundations were complete in a week. The process of creating the foundation and forest
consumed the stone of threes.
With these two elements in place, the wizards completed the structure with a combination of physical
labor and magical effort. However, it took decades to actually finish a Tower. The forest protected the
wizards and their assistants while final construction proceeded.
The wizards used only five of the seven stones of threes to create Towers. One stone fell into the hands
of the dwarves of Thorbardin sometime between 2150 and 2000PC, when the dwarves stopped a group
of wizards from building a Tower on their land. Only the dwarves' account of the dis- pute survived the
Cataclysm, and then only in the form of a myth featuring exaggerated tales of dwarven heroism and
prowess. Not even the dwarves know exactly what happened to the stone, but divinations cast during the
kingpriest of Istar's siege on sorcery (which commenced in 19pc) revealed that the stone had been
destroyed. The seventh stone was lost during the Cataclysm, and its whereabouts remain a mystery.
Through the Ages
The Towers of High Sorcery proved effective in sheltering and nurturing magic throughout the Third
Age. The wizards primarily used them as centers for teaching and study; each Tower contained a
substantial library, a stockpile of enchanted items and materials useful in magical research, and a series
of chambers where aspiring wizards could undergo the Tests required to enter the Orders of High
Sorcery.
Almost a century passed before most residents ofAnsalon became aware of the Towers' existence; by the
time the Towers' function and locations became widely known (c. 2400pc), magic's reputation had
improved. Memories of the terrible destruction loosed by wild magic at the end of the Second Dragon
War still lingered, but sensible Ansalonians began to understand that magic had changed into something
that could be controlled and harnessed to useful ends.
Guardian Forests
Many people still feared magic, however, and others seemed curious about what the Towers held.
Inevitably, people tried to approach the Towers without permission from the wizards, intending either to
spy or destroy. The protective forests surrounding the Towers demonstrated their value by discouraging
unwanted visitors.
Each forest had a different effect. The one protecting the Tower at Daltigoth caused trespassers to fall
into dreamless slumber. Intruders approaching the Tower of Istar forgot why they had come. The forest
of the Tower in Goodlund filled uninvited guests with all-consuming passion.
Surrounding the Tower at Palanthas was the protective forest - called the Shoikan Grove - with the most
sinister reputation. This small grove of oaks generated an aura of fear so powerful no intruder could
penetrate it. Only visitors with special talismans could traverse the Shoikan Grove and approach the
Tower. Perpetual twilight brooded under the grove's branches.
The forest surrounding the Tower at Wayreth proved to be the most potent of all, however. It looked like
an extensive stand of normal hardwood trees, but actually was a transdimensional field - a pocket of
space that did not actually exist on Krynn, but adjacent to it. The apparent size and exact location of this
forest varied from one moment to the touched Krynn at the time. While the details of the
transdimensional field's workings were quite complex (see Chapter Two), the upshot was this: Nobody
could find this Tower unless the wizards there had invited him to visit.
Members of the Order of the Black Robes took primary responsibility for - and special pride in -
Shoikan Grove. In the other four locations, the duty of maintaining the guardian forests fell to wizards of
the Red or White Robes.
The Greatest Towers
The Towers at Palanthas and Wayreth proved noteworthy for reasons beyond their protective forests.
The Tower in Palanthas was widely believed to be the most potent magically, and it was there that the
mages worked their greatest feats of wizardry. During the Third Dragon War, all three orders met at this
Tower to create the five Dragon Orbs that called the dragons to their doom.
From the start, the Tower at Wayreth was intended to serve as the seat for the Conclave of Wizards. This
body consisted of twenty-one wizards - seven from each order - and governed all three factions. Three
Conclave members served as heads of their respective orders, and one of these three also bore the tide
Master of the Conclave.
The Tower of Wayreth also proved the sturdiest of the five - even when Heroes of the Lance Caramon
Majere and Tasslehoff Burrfoot visited an alternate future in which most of Krynn had been obliterated,
they saw that the Tower of Wayreth remained untouched.
Kingpriest and Cataclysm
By the end of the Age of Might, the wizards had made a place for themselves. Thanks to their Dragon
Orbs, they could claim to have saved the world during the Third Dragon War. Suspicions of wizards and
magic still city neighborhood had its resident wizard. People respected wizardly power, even if it made
them uncomfortable.
However, late in the Third Age, the Orders of High Sorcery felt the oppressive hand of the corrupt
kingpriest of Istar. Starting in 118PC, the holders of this office issued proclamations designed to purge
the land of everyone not considered a follower of Good. Inevitably, the kingpriest's suspicions fell on
the Orders of High Sorcery. He neither understood the wizards' power nor accepted their commitment to
a balance of Good, Neutrality, and Evil. By 19pc, the kingpriest had incited his followers to attack the
most obvious manifestations of the mages' power - the Towers.
In response, the Conclave voted to abandon, then destroy, the Towers at Daltigoth and Goodlund rather
than allow them to fall into the hands of angry, ignorant mobs. For the first time since the creation of the
Dragon Orbs, wizards of all three orders gathered in Palanthas and worked a spell that caused the two
Towers to explode.
The blasts caused such devastation, even the kingpriest was taken aback. He decided to negotiate with
the wizards, persuading them to withdraw quietly to the Tower at Wayreth and leave intact the Towers
in his home city of Istar and in heavily populated Palanthas. The wizards agreed, but they knew the
kingpriest would seize the treasures held in those two Towers.
As it happened, the kingpriest captured only the Tower in Istar. Rather than let the powerful Tower at
Palanthas fall into the kingpriest's hands, a Wizard of the Black Robes, Rannoch, hurled himself from
the Tower's spire. Rannoch's body was impaled on the gates. With a dying curse, he barred all beings
from the Tower until the day that the Master of Past and Present should return with power.
Shortly after the retreat to Wayreth, the Cataclysm struck, destroying the city of Istar and with it, its
Tower.
Later Ages
Through most of the Fourth Age, the Tower of Wayreth served as the sole bastion of High Sorcery on
Ansalon. Even when the ambitious Raistlin Majere - Master of Past and Present - reopened the Tower at
Palanthas in 365AC, he used it strictly for his own ends. His apprentice, Dalamar, took over the Tower
after 358AC, returning it to the Conclave's service. However, Raistlin's influence did not actually leave
the Tower, and the Conclave never fully regained control over it.
Both remaining Towers survived the Second Cataclysm, but in 1sc a mysterious robed figure appeared
in Palanthas and caused its Tower to implode. The bulk of the Tower simply vanished, leaving only a
few shards of rubble and a great black mark on the ground. The Shoikan Grove still stood - guarding
nothing. Curiously, at about the same instant, most volumes in Palanthas's Great Library vanished
without a trace. This bizarre attack once again left Wayreth as the sole functioning Tower.
Even before the destruction of the Tower in Palanthas, High Sorcery had left Krynn - it disappeared
when the gods withdrew from Krynn after the Chaos War. The magical items created by the old Orders
of Magic constituted the last vestiges that arcane system.
The Tower of Wayreth itself seemed unaffected by the loss of magic, however, and continued to serve
Ansalon's wizards while they searched for new forms of magic. In 28sc, Conclave leader Palin Majere
joined two enigmatic colleagues, the Master of the Tower and the Shadow Sorcerer, at Wayreth to
consider Ansalon's magical difficulties. By pooling their knowledge, the trio discovered the new art of
sorcery, which draws on the primordial magic of Krynn without the intervention of the gods of magic or
their traditional methods. With the discovery of the new sorcery, the Conclave was officially dissolved,
though the Tower of Wayreth still holds a wealth of magical knowledge and power and remains an
unassailable bastion of magic.
Raistlin and Wayreth's Tower
Although many of Krynn's loremasters are quick to associate the infamous Black-Robed archmage with
the Tower of Palanthas only, Raistlin Majere's early life as a spellcaster revolved around the Tower at
Wayreth.
Wayreth was the only active Tower during Raistlin's youth: The curse on the Tower in Palanthas
effectively closed it, and the others had been destroyed. Growing up in Solace, Raistlin constantly saw
hopeful wizards making their way south toward the Wayreth to take their Tests of High Sorcery. In time,
he took his Test there as well, becoming the youngest mage ever to do so (his nephew, Palin, would later
take his Test at the same age).
A popular legend suggests that the Test of High Sorcery is not the only major event of Raistlin's life to
take place in Wayreth Forest. Bards across Ansalon repeat the story of "Raistlin's Daughter," born to his
Irda soulmate after a liaison in Wayreth Forest just after his Test. Raistlin, during his brief reappearance
during the Summer of Chaos, is said to have refuted the story.
From Wayreth, the Conclave sent Dalamar to be Raistlin's apprentice (and to spy on him) in the days
following the War of the Lance, when the archmage served as Master of the Tower at Palanthas. Raistlin
only returned to the Tower at Wayreth in an alternate future seen by his twin, Caramon - a future in
which he defeated the Dark Queen and ruled Krynn as a god. Legends still speak of this mythic visit,
especially the torments Raistlin inflicted upon the old Conclave leader Par-Salian while gloating over
his victory.
Even today, Raistlins Room at the Inn of the Last Home remains a frequent stopping point for sorcerers
and aspirants traveling through Solace south to the Tower at Wayreth. Although Raistlin has reportedly
gone from Ansalon to resume his long sleep, it seems the ties between him and Ansalon's last Tower of
High Sorcery will not soon fade away.
The Tower's Environs
In reflection, the back-breaking weeks he'd spent as a ship hand to pay for his passage were nothing
compared to the days of fear and frustration he'd already spent in search of the Tower of High Sorcery.
Wayreth Forest was thick, tangled, and difficult to traverse, with few discernible paths. The trees and
bushes were twisted into weird, creepy shapes, made even more frightening by the ever-present, distant
sounds of wolves and bears.
- An aspirant seeks the Tower,
Night of the Eye
The Tower's location at any given time remains uncertain, because of the transdimensional field
surrounding it. The actual construction site was in the southern reaches of Wayreth Forest, which (at the
time) stretched from borders of Thorbardin north almost to Solanthas. After the signing of the
Swordsheath Scroll in 2073PC, the central and northern portions of the forest became the elven nation of
Qualinesti.
After the first Cataclysm, the forest's northern third all but ceased to exist. The New Sea swallowed up
large tracts, and shifting weather patterns changed much of the rest into open plains.
With the coming of the Green Dragon Beryllinthranox, the forest surrounding the Tower has expanded
south to the shores of Ice Mountain Bay and east almost to the city of Tarsis.
Landscape and Climate
When most people speak of the Forest of Wayreth today, they refer to the area in the Tower's immediate
vicinity, not to the entire surrounding forest. This region is bordered on the north by the Ahlanlas River
(which marks the Qualinesti border), to the south by the Windsrun River, to the west by the Straits of
Algoni, and to the east by the Kharolis Mountains.
The forest contains many types of broad-leafed trees: Oaks, maples, ash, vallenwood, pear, peach, and
apple predominate. Wayreth's fruit trees tend to be low and hardy, with small, sour fruit. In higher
elevations to the east, the hardwoods give way to fir and pine, while the moist soil near the riverbanks
holds stands of poplar, birch, and aspens.
Like neighboring Qualinesti, Wayreth experiences snowy winters and wet springs. Summer and autumn
weather tends toward the cool and dry, though sunny areas in the forest can become uncomfortably hot
during midsummer.
The Wayreth region is infamous for its rolling hills and misty dells that all seem to look alike. The
roughest area lies to the east, where foothills meet the Kharolis Mountains. To the west, the land rises
and falls in gentle swells that gradually diminish as land meets sea. In ages past, many aspiring young
wizards became tired and discouraged from tramping through the woods toward their goal; just getting
close to the Tower requires purpose and determination.
Residents
Wayreth Forest has no permanent settlements other than the Tower of High Sorcery. The sixty or so
sorcerers living year-round in this arcane bastion follow the Master of the Tower, a mysterious and
powerful figure who serves as the Tower's keeper. The sorcerers mostly remain inside, and seldom
wander far when they do go abroad.
The ruins of Mann in the forest's eastern mountains reputedly hold a colony of draconians; if so, they
have hidden themselves well. Elven legends have long held that some unknown creature of darkness
lurks in the southwestern fringe of the wood, not far from the banks of the Windsrun.
Some elf and human refugees, fleeing Beryl's realm, live temporarily on the fringes of the forest. They
seldom stay long, however, as the dragon's minions hunt such insurgents there. The harsh winters make
living outdoors untenable even without threats from enemies.
Despite the near state of war in the fringes, most of Wayreth Forest teems with woodland creatures -
birds, squirrels, insects, deer, and badgers, just to name a few. Wolves and bears lurk in thickets, seeking
prey. The forest's heart, however, houses little animal life. Most natural creatures shun the enchanted
depths of the wood, where time and distance become distorted and the very trees seem deadly.
A copper dragon. Clang, apparently disdains the forest's sinister reputation. She makes her lair in the
eastern highlands and treats the whole of Wayreth Forest as her domain.
Beryl and the Tower
For a piece of enchanted woodland whose chief settlement is a colony of hermetic sorcerers, the Forest
of Wayreth sees quite a bit of intrigue and outright hostility these days.
Beryl, the Green Dragon and overlord of greater Qualinesti, claims all of Wayreth Forest as her own.
The whole region does lie within her borders (see Dusk or Dawn, Chapter Two).
It is not only the desire for territory that fuels Beryl's aggression. The Tower of High Sorcery represents
a great prize - if Beryl could capture it and master its secrets, she would control a source of power to let
her challenge Malystryx and reign over all Ansalon.
On a more immediate and practical level, the Forest of Wayreth has proven a convenient sanctuary for
all those who would challenge Beryl's rule. Rebels who disappear into its depths remain out of the Great
Dragons reach until they choose to venture out again. The copper dragon Clang finds similar protection
in the Tower's shadow, and nowhere on Ansalon does a lesser dragon challenge an overlord as she
challenges Beryl. The Green's inability to conquer the Tower provides Beryl's downtrodden subjects
with a constant reminder that her power is not absolute.
Understandably, the Green Peril has become frustrated and embarrassed by her failure to locate the
Tower. After nearly ten years of effort, Beryl has begun to understand that she will probably never frnd
it. She still sends parties of elves to seek it, even though she knows they will find nothing. Abandoning
the search would be admitting defeat, however, and Beryl isn't ready to do that. She also reasons that her
continued efforts might lead to success in some unforeseen manner.
The Green's Campaign
Recently, Beryl adopted a new strategy aimed at isolating the Tower. Banshees, Dark Knights, young
green dragons, and a host of other creatures comb Wayreth's enchanted borders, attacking any rebels or
pilgrims who might try to approach this magical refuge. Denying others access to Wayreth's secrets, just
as she has been denied, assuages the dragon's anger - and makes the forest a less inviting place for her
enemies to hide.
The strategy has been less effective than Beryl hoped, though, because her agents have difficulty
pursuing their quarry through the magically shifting forest. These sentries even have trouble maintaining
their posts on the forest's borders, as the wood seems to shift inexplicably without warning. However,
the dragon's scheme makes any journey in Wayreth's vicinity a perilous one.
While Beryl's efforts have brought her no closer to conquering the Tower, her campaign has made an
impression upon the meeker elements within her realm. Beryl commands young green dragons,
banshees, Dark Knights, draconians, and other creatures who strike fear into elven hearts.
Beryl also commands a unit of Knights of the Thorn - the order of Dark Knight sorcerers - to use as a
foil for the wizards at the Tower. Thorn Knights, also called Gray Robes, often accompany their fellow
Knights of Takhisis on sweeps of the woodland border, to help defeat any sorcerers they might
encounter. However, Beryl keeps the bulk of her sorcerers hidden away as a secret reserve.
The Master's Response
The Master considers Beryl's campaign against the Tower in itself a small victory for the dragon's
enemies. After all, Beryl is unlikely to attack Solace or any take serious action against free realms such
as Thorbardin while she remains preoccupied with the Tower. While the Master's overriding interest is
protecting the Tower, he also seeks to help the folk of Ansalon survive until they find a way to defeat
the Great Dragons.
The Master prefers more subtle tactics in his battle with the Green. He manipulates Wayreth's
transdimensional field so Beryl's troops tend to lose the trail when pursing anyone through the wood; her
servants literally find themselves running in circles when the Master turns his eye on them.
He gives his first priority to sorcerers traveling to the Tower, but lends aid to anyone if he has the
means. He stays in contact with the elves' Speaker, Gilthas, and other leaders of the elven resistance, and
stands ready to assist whenever the elves need a little extra help. Palin Majere and the enigmatic Shadow
Sorcerer maintain close ties with the Master and lend their talents to his campaign against Beryl.
Refugees who can evade Beryl's troops and enter the forest's depths often do locate the Tower. From
there, the Master magically transports them to Southern Ergoth or Abanasinia.
For all the Master's activism, the Tower's other residents remain aloof from the struggle around them.
They devote their hours to magical studies and consider the Tower a sanctuary from a world gone mad.
Despite his continuing skirmishes against the Green Dragon and his other concerns, the Master turns
most of his attention toward preserving magical knowledge and helping sorcerers explore the limits of
their skills. Unlike the Academy of Sorcery in Solace, the Tower serves only those who already have
mastered the art of magic and demonstrate an unfailing commitment to it.
The Tower contains laboratories for magical research and a vast library of magical lore. The task of
maintaining these facilities falls to the Tower's permanent residents, whose dedication to magic is
absolute. Only sorcerers who have passed a Test of High Sorcery can use the laboratories and library,
provided they observe the rules (see Chapter Three). Sorcerers born after the fall of High Sorcery still
may win the right to study at the Tower, for the Master continues to devise and administer Tests in the
Fifth Age. While the old Orders of High Sorcery are no longer a force on Krynn, the Master believes the
Tests remain an excellent means of challenging young spellcasters in the ways of their art.
Economy
The Tower provides a self-contained community for its residents. Magic takes care of basic needs such
as food, water and waste removal. The residents occasionally collect herbs and hunt game in the forest,
but they take care to remain in its depths, where Beryl's servants cannot reach them. A few more
enterprising Tower residents also collect fruits and nuts - Wayreth's apples, pears, and peaches aren't
good for eating, but they make excellent preserves. (Not every bubbling pot within the Tower contains
an experiment.) A few residents also cultivate plants within the Tower (see Chapter Three), but the
effort provides more of a pleasant distraction than actual sustenance.
The Tower's laboratories require a steady supply of rare and unusual materials for magical experiments
(material created through magic just won't do). The Master uses his magic to maintain a steady trade
with the dwarves of Thorbardin, acquiring minerals and crystals in return for spell-casting and food;
Palin Majere serves as a mediator. Sorcerers from all over Ansalon contribute other rare and unusual
materials as they can.
Notable Sites
Several locales in and around Wayreth Forest merit additional description. The poster map of Wayreth
Forest pinpoints each of their locations.
Alhanost
A Qualinesti village with about five hundred residents, Ahlanost derived its name from the Ahlanlas
River, whose source lies in the Kharolis Mountains just a few miles east. The river is no more than a
swiftly flowing brook here, however.
Ahlanost's two major streets wind through groves of trees, making the place look more like a park than a
village. The elves' wooden homes stand amid orchards and gardens looking decidedly treelike, with their
curving walls and conical roofs. Sadly, many homes were abandoned when Beryl assumed control of
Qualinesti; their residents have become either refugees or casualties from Beryl's conquest and
malevolent rule.
The village's location near Wayreth's border would make it an obvious way-station for elf fugitives
seeking refuge in the mountains or at the Tower. Such thoughts may have prompted Beryl to keep a
strong contingent of Dark Knights quartered here. These Knights disdain the elves' lovely homes and
have constructed a timber fort east of the village. A small green dragon, Virtrian (young adult male
dragon, dishonest demeanor), lairs near the village. This dragon, called Vale by men and elves, spies on
residents and Knights alike, reporting all he sees and hears to Beryl.
Havlinost
Another Qualinesti village, Havlinost nestles in a bend in the Ahlanlas River, which runs broad and deep
this far west.
Havlinost supports about eight hundred elves, who live in homes built in the same style as those in
Ahlanost. Like that village, Havlinost has lost some population since Beryl took over, and a unit of Dark
Knights keeps watch on the Wayreth border. The elves of Havlinost do some fishing in the river, but the
Knights keep a sharp eye on all the boats and make sure everyone is docked by sundown. A circle of
standing stones less than a half mile north of the village serves as a lair for at least two banshees, once
villagers. The lost huldrefolk built the circle, legends say, but it has been abandoned since at least the
Age of Dreams.
A Hidden Lair
A family of trolls have made their home in a cave overlooking the Windsrun River since at least the
Fourth Age. The family's dominant female wears a magical ring that renders her invisible until she
attacks.
These trolls prey on unwary travelers moving along the river. However, since Beryl has extended her
forest within the last few years, river traffic has tapered off, forcing the trolls to range farther afield. The
Green Dragon's troops know that trolls live in the vicinity (after several unfortunate encounters with
them after the Summer of Chaos) and avoid the area when they can. They prefer to leave the trolls alone,
knowing the creatures will do some of their work for them.
The trolls use their great strength to roll huge boulders in front of the mouth of their cave, keeping it
well concealed. Not even Beryl's troops know exactly where this lair lies.
Lauranost
A Qualinesti fishing village of about two hundred residents, Lauranost contains buildings much like
those in Ahlanost, except that many more lie vacant - dozens and dozens of them, in fact. Soon after
Beryl took control of Qualinesti, some of Lauranost's fishermen began ferrying refugees to the Southern
Ergoth city of Qualimori.
Beryl decided to make Lauranost an example of what happens when her subjects defy her. With one
ferocious attack, she killed half the town's residents. Then she and her minions marched most of the
survivors inland to serve as subjects for her sinister magical experiments.
The Green Peril allows ships plying the Straits of Algoni to dock here, but teams of Dark Knights
carefully inspect every outgoing vessel for stowaways. As they imprison any elf they find aboard - even
those not from Beryl's realm - most ship captains avoid Lauranost.
The remaining elf residents still fish, but only from small, leaky boats that wouldn't survive a minute
outside Lauranost's quiet cove. The Dark Knights garrisoned here inspect the boats regularly to make
sure the elves haven't made them seaworthy.
The Ruins of Mann
The dwarves of Thorbardin excavated a series of tunnels in Mann during the Time of Light some two
thousand years ago. This complex served as a defensive outpost guarding trade routes to Ergoth. During
the War of the Mountain, Mann became a critical fortification guarding Thorbardin's flank. Humans
overran it during the war and, after signing the Swordsheath Scroll, the dwarves decided not to rebuild
the fortress, instead concentrating their efforts on building the fortress Pax Tharkas north of Thorbardin.
Gully dwarves soon moved into the ruins of Mann, where they remained undisturbed until the War of
the Lance. After Dragon Highlord Verminaard met his defeat at the hands of the Heroes of the Lance,
some draconian deserters from Verminaard's dragon-army fled to Mann; the gully dwarves hardly
noticed. After the defeat of the Dragon Highlords at the end of the War of the Lance, more draconians
fled to Mann, finally driving the gully dwarves into the depths of the ruins.
When the Knights of Takhisis assaulted Qualinesti during the Summer of Chaos, these draconians came
out of hiding to assist the dark paladins - but did not reveal where they had come from. After the Chaos
War, the surviving draconians returned to Mann laden with booty taken from Qualinesti. There they
lived in comfort until the copper dragon Clang discovered them during the Dragon Purge and wiped
them out.
Today, gully dwarves are once again the masters of Mann, though Clang occasionally uses the ruins as a
resting place. Inspired by the dragon's example during the Dragon Purge, the gully dwarves of the Mann
and Thim clans delight in tormenting intruders with simple pranks. They regard Clang with worshipful
awe.
The Tower of High Sorcery
The "Tower of High Sorcery" site on the poster map shows where the wizards planted the stone of threes
in Wayreth back in the Age of Dreams (see Chapter One). This location serves as the center point for
Wayreth Forest's radius of apparent movement.
In essence, the spot marks the true location of the Tower of High Sorcery. In practice, no being can
travel directly there, because of the warped reality surrounding the Tower.
Windkeep
Humans built the stone fortification known as Windkeep during the peaceful era following the signing
of the Swordsheath Scroll two thousand years ago. Although hostilities between human, dwarf, and elf
had dwindled, plenty of dangerous monsters still roamed the land, requiring the fortress.
The castle stands on a spit of land where the Windsrun River and a tributary meet. The Windsrun flows
wide and deep along the fort's south wall, providing a formidable barrier to attackers. The tributary,
called the Wizard's Run, guards the north flank. The stream is fairly shallow, but the keep's builders
dredged a deep channel in the streambed where it follows the castle wall. Invaders trying to wade the
stream often get a nasty surprise when they reach the unexpected channel. A moat along Windkeep's
west side effectively makes an island out of the patch of ground where the fortress stands.
The castle once guarded a string of farming villages between the Windsrun River and the tundra to the
south. Most villagers fled to Tarsis during the Dragon Purge, seeking refuge from the green dragons
dueling over the forest to the north.
Beryl's expanded forest has overrun the abandoned farms. Travelers passing through the area often
stumble across intact homes and barns caught in the wooded embrace.
A large contingent of Dark Knights serving the Great Green use the castle now. They patrol Wayreth
Forest's southern border, in keeping with Beryl's attempt to isolate the Tower of High Sorcery.
A Visit to the Tower
The High Sorcery at Wayreth is at the best of times... difficult to find. Guided by the powerful Wizards of
the Conclave, the tower roams its enchanted forest, the wildest of the wild creatures within its
boundaries. One often sees young mages standing, hovering, on the outskirts of Wayreth Forest, their
breath coming fast, their skin pale, their hands nervously clenching. They stand hesitating on the
outskirts of their destiny. If they are bold and enter, the forest will permit them. The tower will find them.
Their fate will be determined.
- Approaching the Tower,
"The Silken Threads" in The Reign of Istar
As one of the very strongest magical artifacts on Krynn - perhaps the strongest artifact - the Tower
possesses an array of powers that most people, even sorcerers, don't fully appreciate. The Tower is best
known for its legendary mobility, but that's only one of its abilities.
Note: Unless noted otherwise, the information presented in this chapter is for the Narrator's eyes only.
Stories about the Tower abound in Ansalon, but the real details remain elusive to heroes.
The Approach
The Tower's legendary mobile nature (see sidebar, next page) poses a challenge to those seeking the
magical fortress. Many have tried to locate someone who has been there, thinking such a person could
describe the route through Wayreth. Honest folk usually refuse to answer such requests, but the
unscrupulous might pretend to have useful knowledge. The fact of the matter is that:
- No one knows where the Tower of Wayreth truly lies; and
- Only the Tower of Wayreth can guide visitors to itself.
Clearly, a sorcerer who has visited the Tower a hundred times has no more knowledge of its true
location than a gully dwarf would.
Only once in the history of Krynn was anyone able to approach the Tower without permission. During
the Fourth Age, the renegade wizard Lyim Rhistadt used Ventyr - a powerful, antimagical artifact - to
paralyze the Tower's defenses and attack it. Bram DiThon, a nobleman from Northern Ergoth, helped
the Conclave thwart Rhistadt.
The wizards presented Ventyr to the dwarves of Thorbardin in gratitude for their aid during the assault.
At the same time, they altered the Tower's defenses to defeat any future attempt to circumvent them. The
gods might also have strengthened the Tower before withdrawing from Krynn for, in the Fifth Age,
anyone wishing to visit this magical refuge must do so on the Tower's terms.
Setting Out
When any person or creature within 6ve hundred miles of the Tower desires to visit or resolves to locate
it, the Tower instantly detects this intent - even if the creature's mind is magically shielded. The Tower
decides whether to allow the individual to enter and determines how hard he must work to get there. It's
quite possible for Palin Majere to step out of his Academy of Sorcery near Solace, enter the Forest of
Wayreth, and pass into the Tower with Just a few steps. Indeed, Palin often makes just such a trip -
because the Tower lets him.
In game play, the Narrator must decide which heroes and characters the Tower admits. As a general rule,
a visitor must have a Reason code of "A" to be welcome there, but the Tower often admits members of
the Qualinesti resistance and other individuals who might benefit from a visit or help further its own
interests. A magical entity, the Tower usually does not admit anyone who seeks to harm its residents,
steal items in its stores, or seize control of it. Occasionally, the Narrator might encounter a hero who
seems to have a legitimate desire to enter the Tower, but proceeds to misbehave once he gets there.
Anyone who breaks the Tower's rules of conduct (see sidebar on page 20) either finds himself confined
to the dungeon or expelled from the Tower.
Within the guardian forest (and within its own walls), the Tower controls direction and distance. A
visitor might continuously traverse the same stretch of ground, move in circles, or reverse course.
However, the visitor perceives nothing unusual - his movement seems perfectly normal to him.
Nothing a visitor does can foil the Tower's manipulation of space and direction. Flying over the forest
proves just as uncertain as walking. Summoning spells and devices intended to whisk the user to the
Tower fail no matter where the traveler starts from - unless the Tower wishes to admit him, of course.
Uninvited Visitors
Trespassers in Wayreth Forest often find the surroundings unpleasant. No matter what the weather, the
forest can appear gloomy or blacker than a moonless, starless night. Wind can whip through the trees,
creating a low, eerie roar - enough to make even a kender feel uneasy. Sometimes the trees seem to
speak among themselves, murmuring angrily.
Most unwelcome visitors who fail to leave of their own accord suffer attacks from the trees; the Master
orders such assaults with a thought. The trees have the following game characteristics:
Wayreth trees: Animated plants, Co 6, Ph 36, In 6, Es 8, Dmg +12, Def -5, also thrown weapons (nuts,
fruits, broken branches).
Rooted in place, the enchanted trees cannot change range, but they can oppose attempts to change range
by using their branches to impede others' movement. They prefer not to assail trespassers directly but to
merely trap them in their branches, which inflicts only 12 damage points. Someone pinned in this way
must perform a daunting Strength action to get free. As the trees are not actually gripping the victim - he
is merely entangled in their branches - they cannot oppose the action. While trapped, a victim can
attempt no action other than trying to get free. A captive who does not get free finds himself rapidly
handed from tree to tree until he has suddenly left the forest (see below).
The victim does not suffer additional damage while caught, but the tree can keep attacking others while
holding him. A victim's companions can wrench him free with a daunting Strength action of their own,
or they can hack away at the branches with sharp weapons. Ten damage points inflicted by sharp
weapons will free the victim, though this attack does not otherwise affect the tree.
The Tower can direct a virtually unlimited number of trees at a group of invaders, but usually employs
only one tree per two trespassers. Once the victims defeat or evade the trees, the Tower usually waits
about an hour before ordering additional trees to attack. Wise intruders leave the forest before they must
face the trees again.
Sometimes, the Tower opts for a more subtle approach when discouraging unwanted guests. On these
occasions, it simply manipulates distance and direction so the intruders unwittingly move out of the
forest on their own. It's possible for someone traveling south to cross the Ahlanlas River bound for the
Tower and suddenly find himself walking out of the woods on the Cape of Caergoth, though the Tower
usually doesn't displace anyone more than a mile or two.
The Tower doesn't discourage all visitors. Occasionally, it even beckons to sorcerers who might have
second thoughts about making the trip. Travelers have reported hearing an alluring birdsong that
promised to fulfill their hearts' desires. Others have fallen asleep on the outskirts of the forest, only to
waken surrounded by trees and unable to leave the forest.
Before the Fifth Age, uninvited visitors meeting hostile receptions have been known to convince the
Conclave of their good intentions by braving the assault from the trees and explaining themselves aloud
while steadfastly moving through the forest. If the Narrator thinks the heroes have a good reason for
approaching, he can allow them each the following action (accompanied by appropriate role-playing):
Persuade the Tower
Difficulty: Average (8)
Action ability: Presence
Opposition ability: None
Comments: Heroes can convince the Tower to let them find it through their words and actions. Success
allows the traveler(s) to reach the Tower without further harassment, while failure means he must
struggle further.
Mishap: The Tower displaces the hero(es) someplace inhospitable at the far limits of its reach - perhaps
the Plains of Dust or glacial Southern Ergoth.
Limitations
Though no one can find the Tower if it doesn't want to be found, the magical structure's ability to control
other activities in its vicinity has some limits.
First, it can shift the guardian forest only once each minute, and can allow it to touch Krynn in just one
place at a time. The Tower can, however, decide exactly how much of Krynn the forest touches at once,
from a few square feet to its entire ten-mile area.
Likewise, the Tower can manipulate direction and distance in only one section of Wayreth Forest at a
time, though it decides how large an area to affect. If many different individuals try to find the Tower at
once, it might be several hours before it can attend to them all. This is why Beryl's patrols have been
somewhat effective in isolating the Tower - the Green Dragon uses so many troops, the Tower can't
thwart them all at once.
Mobility
Most folk of Ansalon believe the Tower of Wayreth can move about its forest, literally
evading any intruder it declines to meet. The troth is even more bizarre than that.
The Tower and its guardian forest (see Chapter One) actually exist in a transdimensional
world of their own, magically anchored to Krynn but existing outside of the world's normal
dimensions. Travel between Wayreth Forest and the rest of Krynn is possible only where
the two worlds touch, and the Tower decides where they touch at any given moment. This
ability makes a mortal observer see the forest seem to shift - both in its layout and in its
location relative to landmarks on Krynn. The Tower can even appear somewhere without
the forest.
This unique trait, conferred upon the Tower by the Conclave members who built it, is the
most effective of all the abilities of the guardian forests - after all, it is the only Tower left.
Wayreth's ability may have been devised to offer special protection for the seat of the
Conclave and has also made it the wizards' last refuge throughout the ages. No other Tower
of High Sorcery ever enjoyed its own transdimensional field.
Wayreth Forest fills an area ten miles in diameter, with the Tower standing at its precise
center. However, the guardian forest can touch Krynn at any spot within five hundred miles
of the Tower's construction site, where three thousand years ago the wizards planted the
stone of threes. As a result, Wayreth Forest can appear to onlookers anywhere from the
edge of the Icewall Glacier north to Abanasinia, and from Qualimori east to just beyond
Tarsis. (The poster map illustrates the range of Wayreth's transdimensional field.)
The Tower's Defenses
The guardian Forest of Wayreth and the ability to shift its apparent location are not the only defenses the
Wizards' Conclave granted to their most important Tower of High Sorcery. Other special abilities help
make it nearly invulnerable.
Concealment
Neither the Tower nor anything inside it can be detected with a divination or sensitivity spell or with any
ability or item that creates a similar effect. A hero with a crystal ball, for example, can learn nothing
about the Tower or anyone inside it.
The Tower renders individuals and objects inside its outer walls immune to most spells and magical
effects created outside the Tower (described in the sidebar titled "Magic and the Tower" on page 32).
Indestructibility
Another of the Tower's defenses is that no force on Krynn can mar or alter it in any way - unlike the
other Towers of High Sorcery. The walls, floors, and ceilings are impervious to all spells, magical items,
and weapons. Even in the alternate future witnessed by Caramon Majere and Tasslehoff Burrfoot, when
Raistlin Majere ravaged the entire face of Krynn in his attempt to become a god, the Tower and its forest
remained intact. If some force pulverized Krynn into dust and chunks of rock, Wayreth Tower and
Forest would still occupy one chunk, thanks to its transdimensional existence. (Trees in the guardian
forest fall prey to damage only when animated to attack.)
Things within the Tower do not share its invulnerability, however. For example, a blast of magical fire
inside a chamber wouldn't even scorch the walls, but it could incinerate tables, carpets - and heroes.
The Tower's Exterior
Most visitors are surprised that the Tower at Wayreth is not a single tower at all, but a complex of seven
spires surrounded by a protective wall. Some guests wonder why it isn't called the Towers of Wayreth,"
but residents just smile and note that the Tower inspires many such unanswerable questions.
Nevertheless, most people find this bastion of magic an imposing, if not unnerving, sight. The enormous
complex seems shaped from one unbroken piece of obsidian, polished to a mirror shine. The walls are
indeed formed from one seamless block of gleaming black stone, but not obsidian. The wizards who
built the Tower drew their materials from the very essence of the world, magically forming a granitelike
stone as tough and dense as the planet s core.
Though mostly smooth, the exterior walls bear thousands of powerful magical runes, testaments to the
arcane power of a bygone age. These carved, untinted runes range in size from symbols no larger than
one might write in a letter to characters as tall as houses.
The glossy walls gleam brilliantly in the sun, despite their blackness. At night, they mirror the moon and
stars, though their curves distort the reflections and seem to create new constellations among the runes.
The complex's outer walls come together to form an equilateral triangle, with each side nearly three
hundred feet long. Three small towers, less than a third the height of the main towers - stand at the
points of the triangle. In the center rise the two main towers, each almost as high as the surrounding
walls are long. These main towers have an almost imperceptible bow and appear to curve slightly
inward. The shape makes some visitors blink and ask themselves, "Aren't those crooked?" More
imaginative viewers liken the towers to a pair of dark talons or blackened, skeletal fingers clawing their
way out of a grave.
Two smaller towers between the great ones, one in front of the main pair (the foretower) and one in the
rear, hold the entrances. Together, these four form Wayreth's central towers.
All the towers and walls have smoothly curved tops. The complex has no battlements - it has no need of
such mundane defenses. Of course, from time to time, visitors with a larcenous streak have tried to
climb the walls. Climbers always find the smooth stone as slippery as soap, utterly unscalable.
The Outer Towers
The three outer towers at the points of the complex's triangular surrounding wall are mostly solid stone.
However, each contains a central floor with two small laboratories. Tower residents whose experiments
might produce noxious or destructive results do their work here, some thirty feet above the ground.
Each tower's top floor contains a single large room whose windows admit plenty of sun and afford
lovely views of Wayreth Forest. Sorcerers come to these chambers to lounge and meditate.
The Gate and Courtyards
A gate in the center of the east wall provides the only ground-level entrance to the complex. The gate
has two valves that swing outward, each standing almost twenty feet tall - just a little shorter than the
wall itself. The valves look as delicate as great spider-webs spun from silver and gold. Nevertheless,
they share the Tower's invulnerability and can withstand endless pounding from the greatest battering
ram. The gate opens with the slightest touch to a welcome visitor, and even swings open as travelers
approach, as if to invite guests inside.
Beyond the gate, a visitor finds the front courtyard, a vast, empty space paved with pale gray stone.
Before the Fifth Age, anyone entering the courtyard saw fleeting glimpses of other visitors hurrying
about their business-the Tower's distorted space rendered them all but invisible. Today, the courtyard
stands silent, and a lone visitor crossing the flagstones has only the echoes of his footfalls for company.
The entrance to the Tower proper lies in the foretower directly opposite the gate. However, visitors
choosing to skirt this main entrance and peek at the rear courtyard find a slightly more welcoming sight.
A few Tower residents grow fruit trees, culinary herbs, and flowers here. Long rows of tubs and pots
hold the greenery, and one or two apprentices here tend the plants throughout the day (except in winter).
These individuals seem friendly enough, but they quickly recognize outsiders when they see them and
direct all visitors to the foretower.
Rules of Conduct
The Tower has two basic rules of conduct all visitors must obey: no fighting, and no going
where you aren't invited.
This bastion of magic has no need for a garrison or guards. As visitors can reach the Tower
only if they are welcome, they usually pose no threat. Nevertheless, all visitors are expected
to treat the Tower as neutral ground. No fighting is tolerated, no matter what enmities
residents or visitors might have in the outside world. People who break the peace usually
find themselves in the dungeon (see page 23). Anyone who knows the rule against fighting
and launches an attack anyway is struck dead on the spot - no resistance is allowed.
(Fighting during a Test of High Sorcery or in the dream world of the dungeon does not
technically offer violence to another visitor or a resident.)
As for the second rule, most visitors never find themselves where they shouldn't be - the
Tower can manipulate space within its walls just as easily as it can shift the forest without.
When left to explore, guests are simply told not to enter any door that doesn't open itself to
them.
Folktales say that no door in the Tower is ever locked because the wizards of the Conclave
always trusted each other there. In fact, every door seems to be locked, though one might
open on its own or with the help of someone who has passed a Test of High Sorcery. Heroes
faced with a door that won't open by itself can attempt normal actions to force it open or
pick the lock.
However, after the kender Tasslehoff Burrfoot visited in 354AC and got into mischief, the
Tower became more sensitive to unauthorized exploration. If anyone breaks into a room
where he doesn't belong, the Master of the Tower sends someone to investigate or does so
himself. Trespassers receive one warning; further violations result in expulsion from the
Tower or a trip to the dungeon.
Expelled visitors magically emerge five hundred miles from the Tower - usually in
unpleasant terrain. Those who have severely vexed the Master may find themselves
swimming in the chilly waters of Ice Mountain Bay.
Anyone with a Reason code of "B" or higher knows the two basic rules. They are part of
Ansalon's magical lore - as are the consequences of breaking them.
The Central Towers
The two main towers have seventeen floors each - a height that certainly required magical assistance to
build and maintain. Unless noted otherwise, ceilings are fifteen feet high and floors consist of rough
slate tiles. Most areas are unlit, so windowless spaces remain completely dark throughout the day. The
small windows in other rooms do little to dispel the prevalent gloom.
Despite its great age (nearly three thousand years), the Tower remains unblemished-its invulnerability
makes it immune even to normal wear and tear. Unused areas can accumulate lots of dust, but the entire
complex remains free of vermin: Such animals are no more able to enter the Tower than any other
unwelcome visitors. The resident wizards keep public areas scrupulously clean.
The following paragraphs describe areas that casual visitors might enter within the four central towers.
Floor-plans of each area appear in this chapter or on the accompanying mapsheet.
Directions Indoors
The Tower's ability to distort spatial perceptions can produce some strange results for guests. Walking
down a straight hallway within the Tower does not necessarily take visitors in a straight line. Walking
up a north staircase does not necessarily take them up, or even north. It may not make sense, but that's
just the nature of the Tower's reality. Things are usually not as they seem.
Despite this unique reality imposed by the transdimensional field, the Tower always maintains its proper
orientation. That means compass directions are always as they appear on the maps in this chapter. The
Tower cannot change its floorplan or physically shift the location of any rooms within it. All it can do is
confuse people by altering their perceptions. Visitors may lose track of the direction, but north is always
north - no matter how things may seem to have moved!
Underground Chambers
The imposing appearance of the cen- tral towers causes many visitors to for- get that the Tower contains
important underground facilities.
Crypts
About fifty feet below the central towers lies a complex of crypts where many Conclave members enjoy
their eternal sleep. During the Fifth Age, any veteran of the Test of High Sorcery also may claim a burial
site here.
The main crypt is a round chamber some sixty-five feet wide. This central chamber contains two dozen
vaults, where past heads of the Conclave and others who have rendered great service to the Conclave lie.
Each of the twenty occupied vaults is marked with a golden slab enameled in red, black or white,
according to the occupant's order.
The domed ceiling here bears a representation of Ansalon's night sky as it appeared above the Tower
before the Chaos War. This fully animated scene shows Krynn's three moons and old constellations
rising and falling with the passing hours. The depiction represents one of the continent's most complete
records of Ansalon's old stars.
Extensive catacombs spread out from the central crypts in three spokes, one for each order in the
Conclave. The entire complex contains several acres of tunnels. Anyone desiring burial here must agree
to donate all his writings and items of magic to the Tower. Then he may choose his final resting place
from the extensive catacombs. Only the Master can grant the right to interment in the main crypt.
The Dungeon
Unruly guests find themselves cooling their heels in small dungeon cells carved from the bedrock far
beneath the Tower. Like the rest of the Tower, the walls here are impervious to harm. Unlike the rest of
the structure, however, summoning magic cannot transport a prisoner out. (See the sidebar titled "Magic
and the Tower" starting on page 32.)
One strange thing is that the dungeon cells have no doors. In fact, there is no physical access to the
entire dungeon area-the only way in or out is through magic, and will of the Tower itself.
The lack of doors is not the only feature that makes these dungeons differ from cells in normal
fortresses. The Tower is, after all, a bastion of magic. Chapter Two of Adventures in Magic details the
various sorcery-inspired experiences that prisoners might undergo during their stay in the dungeons.
Foretower and Rear Tower
The Master expects visitors to enter his domain through the foretower, a four-story just beyond the main
gate. The equally tall rear tower contains a back door leading into the Tower's small grove and herb
garden. Upper floors contain the Tower's kitchen facilities and a scriptorium. The resident sorcerers
keep these two small towers spotless.
Front Entry
The plain wooden door leading into the Tower's front entry opens by itself when someone approaches.
Inside the foretower, a visitor finds a windowless room with a door leading out to each of the great
towers. Smokeless torches provide nickering light enough to reveal a row of hard, straight-backed chairs
standing opposite the entry. A look around reveals only a fifteen-foot ceiling and a wooden stand
bearing a well-thumbed book.
The torches look like fresh pine branches in bronze holders set into the wall. In reality, the torches and
holders are one-piece bronze castings; the torches have been enameled to look like pine. They burn with
a flame that makes no heat or smoke and never goes out. As these torches are part of the Tower, visitors
cannot remove or destroy them. The heatless flame cannot harm or set fire to anything.
At least one Tower resident remains on duty here at all hours. An aging sorcerer named Grevasse
(human elder male, eccentric demeanor, Master) usually fills the post. (See Adventures in Magic,
Chapter One, for a description.)
The Guest Book
The book mentioned above is a magical device that the wizards who built the Tower created to facilitate
communications inside. This guest book magically records the full name of anyone entering the Tower,
showing the day and time of arrival. The name entered in the book is the name the visitor would give if
asked to identify himself, so someone using an alias finds that the book records the false name, not the
actual name. When a person leaves the Tower, his name fades from the page.
The writing in the book at first seems indecipherable, but the proper mental command allows anyone
with a Reason code of "A" to read the names. Without the proper command, no one can read the book,
even with a divination spell. Only the Master, residents, and frequent visitors such as Palin know this
command, but no one but the Master will give it out.
A second command allows the reader to mentally contact anyone whose name is recorded and ask up to
three questions. The person contacted has no special obligation to answer, and the reader can contact any
particular person only once each hour.
If the person contacted chooses to answer a question, his reply appears in the book, then fades after five
minutes. Should someone remove the book from the Tower, the book goes blank and doesn't function
until returned.
Rear Entry
windowless rear entry usually stands empty; it serves merely as a back door into the Tower for residents.
The torches in this chamber resemble those in the foretower's entry but generally go unlit; only when a
veteran of a Test of High Sorcery enters the chamber do they magically light up.
On occasions when a member of the Conclave has died, his body lies in state here until the funeral rite
in the crypts below the Tower. At such times, the torches remain continuously lit until the residents have
removed the body for burial.
A spiral staircase leads from this entry chamber down to the crypts; as a matter of custom, coffins are
not carried down the stairs, but transported magically. The stairs merely provide a mundane alternative
for individuals to reach the crypts.
Viewing Areas
Unlighted, windowless viewing areas on the second floor usually stand empty. Alcoves along the south
wall contain magical panels of stone that become transparent when the Master so commands. From here,
people can look through the clear panels and watch the activity in the Hall of Mages below.
When viewed from the Hall of Mages, the panels always seem opaque, so that no activity in the viewing
area can disturb those in the hall below.
Note: Looking at a subject through one of the viewing panels does not qualify as seeing it with normal
sight for purposes of spellcasting (see "Magic and the Tower," page 32). Looking through the panels
actually uses magical sight, not normal sight.
Scriptorium
The scriptorium on the third floor of the two smaller central towers serves as a work and study area for
Tower residents. Niches in the outer walls hold writing desks, with windows in the niches providing
ample light for sorcerers to copy books from the library in the south tower or compose works of their
own. (Similar niches in the outer walls of the main towers at this level also hold desks. Storerooms in
the north tower adjacent to the scriptorium hold writing supplies.)
In the Fourth Age and earlier, these desks were occupied from dawn until dusk every day as wizards
copied spells. These days, residents spend comparatively little time here, as modern-day sorcerers need
no formal spellbooks to cast their magic. Still, a few enterprising sorcerers endeavor to fix some of their
spells into written form. Others work to preserve the old magical lore - either out of respect for the past
or hope for the future.
Because these central chambers are sunny and pleasant during the day, they also serve as residents'
favorite place to read or just relax. A visitor here seldom hears a noise louder than a whisper or a quill
scratching at parchment.
Kitchen
The residents prepare all their food in a small kitchen on the fourth floor of the rear tower. The Tower at
Wayreth contains no central dining hall; the residents either retire to their room to take their meals or eat
off trays wherever they happen to be working. Consequently, the kitchen stays busy about eighteen
hours a day.
The kitchen staff uses a big central fireplace to do the cooking. The brickwork contains several ovens,
and a veritable forest of spits and hooks hangs over the open flames. The staff feeds the hearth-fire from
a supply of firewood stacked beneath a great round work table. A big set of shelves along one wall holds
utensils and supplies.
Two hard, straight chairs - the only other kitchen furnishings - allow the staff to sit down for an
occasional rest.
The Head Cook
Olon, an aging minotaur with one broken horn, oversees most of the cooking for Tower residents. A
small staff assists him with kitchen chores and helps him serve the food.
Olon: Minotaur mature male, bel- ligerent demeanor, Champion. Ag 5c, Dx 5c, En SB, St 9B, Re 6c, Pe
5B, Sp 7D, Pr 5c, Dmg +2 (improvised weapon), Def -2 (leather).
Olon served on a minotaur privateer for several years until he suffered a broken left horn in a boarding.
Among minotaurs, a broken horn is a sign of disgrace, and Olon's status rapidly diminished. By the time
he reached middle age, the only job he could get at sea was as a cook on a merchant ship.
The minotaur developed a talent for cooking, though his shipmates never appreciated his skill. Because
of his disfigurement, Olon found himself fighting constant brawls with younger minotaurs looking for
someone to pick on. One night shortly after the War of the Lance, in the port of Kalaman, Olon met the
wizard Dunbar Mastersmate, who persuaded the minotaur to join him on an expedition. When Dunbar
became Head of the Order of White Robes some years later, Olon accompanied him to the Tower at
Wayreth, where he served as the wizard's personal chef and later as the head cook for the entire Tower.
Even after all these years, Olon is very sensitive about his broken horn. If anyone asks about the injury
or comments on it, the minotaur's eyes burn with fury and he replies, "What broken horn?" Wise folks
drop the subject immediately. Fools who press the issue witness a demonstration of Olon's strength,
which usually involves bending a fireplace poker. The Tower whisks the offender away before true
violence can erupt.
Storeroom
A storeroom on the foretower's fourth floor backs up against the brick fireplace of the kitchen in the rear
tower. This storage chamber holds bulk supplies and a large tub of water for cleaning. Tower residents
magically empty and refill the tub as necessary during the day. Junior staff members assigned to cleanup
duty often experiment with hydromancy and transmutation spells to help with the job. Olon doesn't
mind, as long as the cleaning gets done.
Every so often, a spell goes spectacularly awry, leaving the storeroom drenched with water or covered
with broken crockery. Olon simply fixes the offender with his baleful gaze and demands that the
sorcerer clean up the mess before the next morning. Usually, the minotaur makes sure to mutter
something about "slow-roasted sorcerer" or a similar threat as he stomps back to the kitchen, just to
make sure the offender applies himself to the job.
He has never had to follow through with a threat, because the residents always pitch it to set things right.
Nevertheless, the hapless sorcerer must endure taunts from his fellows, including fictional accounts of
what happened to the last poor fool who failed to have things spic-and-span when Olon came for his
morning inspection.
The Master
The Tower of Wayreth has always been sentient It was created to respond to the will of the
Conclave of Wizards, which determined who would be admitted to the Tower and who
would not. In the Fifth Age, those familiar with Tower lore assume it retains some
connection with Krynn's sorcerers - a reasonable assumption, but not an entirely accurate
one.
When the gods withdrew from Krynn after the Chaos War, this sentient Tower gained
independent will. Whether this transformation was a parting gift from the gods of magic or
a latent ability that manifested itself in the absence of the practice of High Sorcery, no one
can say for sure. The limits of the Tower's intellect remain unrevealed. At the very least, it
can monitor and react to everything going on within its confines. It also has limited
awareness beyond its walls.
The Tower's intellect and magical powers spring from its whole being; it has no seat of
intelligence - no "brain," so to speak. The Tower has an alter ego, however, in the form of
the Master of the Tower. The two exist simultaneously, but form two different aspects of
the same entity. Where one is, the other is also, though the Master is the more mobile of the
two aspects. When someone looks at the Master, he is actually seeing the Tower itself. (See
the Master's entry in Chapter One of Adventures in Magic for his physical description.)
Physiology
In most respects, the Master functions as a normal human being, though he does not need to
eat and he never actually sleeps. The Master can eat, though, and often joins Tower visitors
in a meal to help them feel at ease. He can feign sleep as well, but if the Tower has no need
for its human aspect, the Master just ceases to exist until needed again - but no one ever
sees him disappear.
Regardless of his amazing origin, the Master is flesh and blood. He has all the
vulnerabilities any other living being has. However, if stain, incapacitated, or subjugated to
another's will (such as through a mentalism spell), the Master temporarily ceases to exist.
When a hostile force destroys him, he cannot manifest himself again for one hour.
The Master has normal human senses; he even enjoys acute hearing and eyesight. Because
he and the Tower form two parts of one entity, he can see, feel, hear, touch, and taste
everything happening there as though he were present in every area in the Tower
simultaneously. When the Tower detects that someone is attempting to locate it (see page
16), the Master knows as well.
Though the Tower has limited mobility, the Master can move about Krynn through either
normal or magical means, just like any powerful sorcerer.
Spellcasting
The Tower itself does not cast spells, but the Master does. Unlike other sorcerers, he can
employ spells from any school of sorcery. Further, he can ignore one of sorcery's most
significant limitations: His spells can affect the living.
For example, his transmutation spells can alter the forms of living things (including his own
form), and his divination spells can reveal a creature's thoughts or feelings. The Master's
enchantment spells can improve a creature's abilities, and they also can place a creature
under the Master's control (just as a mystic mentalism spell can).
The Master's identity as a creature of High Sorcery, a relic from an earlier age, also allows
him to surpass normal limits of range, duration, area of effect, and spell effects that
constrain other sorcerers in the Fifth Age. If he wanted, he could cast a spell with a
permanent duration, or one that affects all of western Ansalon. Because the Master
represents an alternate aspect of the Tower, the effective range of any spell he casts is
automatically reduced if the target or subject lies within the Tower. (See "Magic and the
Tower," page 32.)
Forms of the Master
Another of the Master's abilities, which has only begun to manifest itself in the Fifth Age,
hinges on the little-known fact that a Test of High Sorcery not only changes the Test-taker,
it changes the Tower. Each Test-taker adds his indelible psychic resonance to the very stone
of this bastion of magic. So intensely personal are the experiences of a Test, they actually
create an unbreakable connection between the wizard taking it and the Tower itself.
This connection between wizard and Tower allows the Master, once each day, to magically
assume the form of anyone who has ever taken a Test of High Sorcery. Not only does he
look and sound identical to his subject, he instinctively adopts the subject's mannerisms as
well as his very essence. While in the form of another, the Master retains all his own
powers, but he also knows whatever the subject knew while alive. When assuming the form
of a living person, the Master knows only what his subject knew at the moment he assumed
the form.
The Master uses this ability to help him handle the myriad problems he faces in the Fifth
Age. For instance, he might decide to use the identity of diplomatic Justarius, former head
of the Red Robes, to oversee a tricky negotiation. On the other hand, taking on Raistlin's
form and thoughts would serve him well in endeavors that require determination and
craftiness.
The Master can remain in the new form as long as he chooses - the power lasts until he
assumes a new form. However, once he has assumed someone's form through this power, he
cannot use the ability again for a full day. This unique power does not require the Master to
cast a spell; he simply wills a transformation to occur.
South Tower
Visitors find the Hall of Mages, on the south tower's ground floor, absolutely awe inspiring. In addition,
this tower's extensive, five-level library is the envy of sorcerers throughout the land.
Hall of Mages
With a diameter of forty-five feet and a domed ceiling even higher, the Hall of Mages is the largest
chamber in the central towers. A permanent magical effect in the air high above the floor sheds a cold,
white light - utterly unnatural and completely cheerless - over the chamber. Rather than filling the whole
room, this eerie illumination leaves the black ceiling and walls draped in heavy shadows, making the
chamber appear even larger than it really is. The room's edges seem as distant as the horizon at twilight.
One cannot stumble into the hall by accident or enter uninvited; visitors who try find themselves in the
fore-tower instead. Anyone who has passed a Test of High Sorcery can enter the hall freely through the
door on the chamber's north side - unless the Master wishes to keep him out.
The Conclave of Wizards met in the Hall of Mages for nearly three thousand years, until the
organization disbanded in 28sc. The wizards also used the chamber for holding regular meetings,
deliberating matters of interest to the Conclave, and for any occasion in which they wished to deal with
outsiders in a suitably impressive setting.
These days, the Hall of Mages is seldom used, except when the Master wishes to address the whole
Tower community or grant an audience to a large group, such as visiting students from the Academy of
Sorcery.
The chamber usually contains nothing except twenty-one comfortable chairs reserved for members of
the Conclave. (People appearing before the Conclave were expected to stand.) Twenty of the chairs,
fashioned from hardwood darkened with age, form a semicircle around the south end of the room. The
twenty-first chair is carved from a massive block of gray marble shot through with veins of red, white,
and black. This chair, placed in the center of the hall, was reserved for the Head of the Conclave.
By general agreement, only Palin Majere (as the last holder of that office) or the Master of the Tower
may take this seat now. Visitors who break this rule find themselves making an undignified tumble onto
the floor at the north side of the chamber. The chair's usual central position places it in the brightest spot
in the chamber; a viewer standing in the hall's north end would see anyone sitting in the stone chair
wreathed in pale light, with the people in the other chairs wrapped in faint shadows, and the walls
beyond lost in darkness. Most viewers find the effect quite startling.
Library
The five levels in the south tower immediately above the Hall of Mages comprise the Tower's library.
Although each of these floors holds a different room, the poster map illustrates only the largest of the
five, located on the fifth floor.
The library's shelves contain books of spells, magical scrolls, and notes on various arcane processes.
Veterans of the Test of High Sorcery may freely browse the shelves and carry items down to the
scriptorium for study, as long as they tell the librarian on duty what they're taking and when they will
return it. No one may remove a book from the Tower proper without the Master's permission. Book
thieves get a trip to the dungeon for their troubles.
North Tower
The north tower's entire ground floor serves as a repository for records going back at least as far as the
first Cata- clysm. Its upper floors hold storage chambers, the Master's study, and residential areas.
Records Wing
No arcane documents are kept in the records wing - magical writings, such as spellbooks, occupy the
Tower's library. The records wing holds supply inventories, personal diaries, lists of those taking Tests
of High Sorcery (including the Test date and outcome), minutes of Conclave meetings, and the like.
Visitors can find an incomplete index of the records stored here in the library.
The wing contains three records rooms: one to the east, one to the north, and one to the west. The
corridor connecting these chambers boasts torches like those in the rear tower and foretower, but they
remain unlit unless a person who has passed a Test of High Sorcery walks by. The residents manage to
keep the corridor clean, but thick dust coats everything in the records rooms, and the musty scent of
ancient dust and crumbling parchment hangs heavy in the air. A magical lighting effect similar to the
one in the Hall of Mages provides illumination inside each of the records rooms.
West and North Rooms
The Conclave had a system of sorts for organizing its records, but new documents kept crowding out the
old, resulting in something of a jumble. The west room contains the newest records: The most recently
stored documents are placed in three shelves left of the door. When these fill up, record-keepers clear
them out and pile the boxes of documents on the other shelves in the west room or move them to the
north room, the repository of Wayreth's older materials.
Anything too old or damaged to be easily read, the record-keepers take to the head librarian for
restoration. In order to make room for new documents, the sorcerers resort to magical storage tactics,
such as shrinking many boxes of the more unexciting records kept in this wing. One trait most of the
Tower's residents seem to share is a great reluctance to throw anything away.
East Room
The east room contains records moved from other Towers of High Sorcery during the siege on magic in
the time of Istar. A resident team of historians keeps busy compiling a history based on these
documents, but their main emphasis is on putting together a complete record of Conclave members
throughout the ages. They forward most of the records to other historians once they've finished with
them.
Washing Areas
Tower residents do all their bathing and washing in chambers like the washing area on the north tower's
second floor. These rooms, scattered throughout the central towers, have ceramic tile floors. Braziers
full of hot coals warm the air for the comfort of bathers. Sorcerers magically empty the wash water from
tubs and replace it as needed. Benches provide places for residents to lay out clothing to be washed or to
sit and dry off after a bath. Magical light illuminates each washing chamber.
Jaclyn's Suite
The Tower's senior residents enjoy quarters such as Jaclyn's suite on the north tower's ninth floor.
When not hard at work, the Tower's head librarian, Jaclyn (human elder female, resolute demeanor,
Master), spends most of her time in her comfortable pair of rooms. This venerable woman's passion for
magical items created before the Fifth Age has led her to spend decades studying the numerous
enchanted objects stored in the Tower and collecting descriptions of items she has not examined herself.
(Her life's work, a tome describing items of magic made before the Second Cataclysm, is excerpted in
Chapter Four. A physical description of Jaclyn appears in Chapter One of Adventures in Magic.)
Jaclyn's writings are crisp and tidy, but her laboratory shows the kind of clutter only a dedicated
eccentric can create. Unwashed dishes, hastily scrawled notes, dull quills, and stray volumes carpet the
room like autumn leaves.
This sorceress has an unusual work table shaped something like the letter "C," which gives her ample
room to work and lets her keep more things within reach. Unfortunately, the room's general clutter has
invaded the table, but Jaclyn always keeps a fairly clear space at one end for drafts of her book and one
or two magical items on loan from the Master. Jaclyn keeps bookbinding tools and supplies at the table's
other end: glue, hammers, assorted knives, two vises, cords and needles, leather for book covers, and a
binding press (a wooden frame strung with cords for making bindings).
A suit of Solamnic armor of renown (see the Book of the Fifth Age, Chapter Five) stands next to Jaclyn's
desk. She intends to study its magical properties someday, but she hasn't quite decided how to apply her
usual methods to it - normally she likes to test an item by actually employing it as it was intended to be
used. However, the elderly librarian has no desire to "play knight" against a real foe.
Jaclyn's sleeping room features a canopied bed, an expensive woolen rug, and three chests full of
esoteric items she has acquired over the years. The sorceress owns several ancient weapons of ogre
manufacture, a set of clay pots dating back to the Time of Light, and other objects that might be of
interest to collectors and historians.
She also owns several items of magic, including a wand of pyromancy, boots of the south, a night-jewel,
and several pieces of cursed money (see Chapter Four). As Jaclyn regards these items as precious
historical relics, she usually keeps them locked in her room, where they remain protected and preserved.
Guest Rooms
Visitors to the Tower enjoy accommodations in the middle floors of the north tower during their stays.
Each guest room contains a comfortable bed and often a writing table, an armchair, and a chest or closet
for storing equipment.
Sleeping Rooms
Also in the north tower are sleeping rooms for junior residents. Each chamber has a cot and a straight-
backed chair.
The Master's Study
A two-room suite on the north tower's second floor has traditionally been reserved for the Head of the
Conclave. However, it has lain mostly unused since Par-Salian of the White Robes retired late in the
Fourth Age. Par-Salian's successor, the Red-Robed mage Justarius, chose to spend most of his time at
his mansion in Palanthas and his successor, Dalamar of the Black Robes, preferred to conduct his
business from the Tower of High Sorcery in Palanthas.
These days, the room is used as the Master's study, where that unique character generally meets visitors
to the Tower. Drawing from Par-Salian's example, he always has a cheery fire burning in the hearth and
a plate of cookies, fresh from the kitchen, ready on his desk when he entertains guests.
The fire and the room's two windows brighten up the study considerably. At night, the Master lights
candles to give the room a soft glow. The light makes a pleasant contrast to the dim corridor outside,
where the only source of illumination is moonlight spilling through a single window at the north end.
The study's desk contains an odd assortment of items previous occupants have left behind, but nothing
particularly valuable or unusual. The Master does keep a personal journal - short notes about his daily
affairs - which he stores in the desk along with a few quills and ink pots.
The attached sleeping room goes unused, as the Master doesn't actually sleep. Two wardrobes against
one wall contain some clothing the Master's predecessors left behind. In addition, the wardrobe on the
right serves as a portal. Anyone who steps inside and deliberately walks through the back appears
wherever he wished to go in the Tower, provided he has seen the area at least once. If the traveler
doesn't specify a location, he winds up in the corridor outside the study. The wizards of the Conclave
placed the enchanted wardrobe here long ago to allow their leader speedy access to any chamber in the
Tower.
Palin's Laboratory
The Master has set aside the hexagonal chamber at the very top of the north tower as Palin Majere's
laboratory - the same room Par-Salian used while he headed the Conclave. The honor was not lost on
Palin, for the view of Way - reth Forest from the east balcony of this chamber is among the most
spectacular in the whole Tower.
The chamber remains much the same as it was in that White-Robed elder's time, as his successors
preferred to use their own laboratories. Palin has not changed it much except to add a coal-fire furnace,
which he used in his early pyromantic experiments. The shelves, desk and tables are much as Par-Salian
left them, though Palin has scattered a few of his own notes and books here and there. The gallery
surrounding the laboratory provides an excellent place for the contemplative sorcerer to stroll and think.
Other Areas
The vast central towers contain many more chambers beyond the handful of rooms described in this
chapter. Some of these locales include:
- Shrines to Krynn's departed gods, especially the three gods of magic;
- Classrooms and workshops;
- Additional laboratories;
- More sleeping rooms and guest quarters;
- Strong rooms filled with magical treasures;
- An infirmary; and
- Just about any other chamber the Narrator might care to include!
Magic and the Tower
The Tower at Wayreth, as the greatest concentration of magic on the face of Ansalon, offers
various boons to those using sorcery within its bounds. However, the Tower's existence
outside of normal space has some unusual effects on spell ranges - for the Master, other
sorcerers, and even mystics and users of magical items.
Bonus to Sorcery
The magic embuing the Tower gives a boost to any sorcerous spell cast within it. Sorcerers
receive a +5 action bonus when casting in the Tower, as well as up to 5 sorcery points for
the spell. If the caster has completed a Test of High Sorcery, he receives a +10 action bonus
and up to 10 sorcery points. No matter how simple the spell, casters must always expend at
least 1 sorcery point of their own.
The Master's Spells
Because the Master and the Tower represent different aspects of the same entity, any spell
he casts at someone or something within the Tower is at personal range, no matter where he
is. As the Master is aware of everything and everyone inside the Tower, he can target a spell
anywhere easily. Anything within the Tower effectively becomes part of his body, for
determining the range of his spells, since he and the Tower are one and the same.
However, if the Master becomes the subject or target of a spell or magical effect, the range
is the same as if he were any other being - a hero cannot cast a personal-range spell upon
the Master merely by touching the wall of the Tower, for instance. This contradiction results
from the Master's unique state of being and the Tower's pervading defensive nature.
When directing spells at targets that lie outside the Tower, the Master has to deal with the
same limitations as every other sorcerer. (Of course, distance remains utterly under his
control within the forest.)
Other Spells and Effects
In a place where a visitor could literally walk though the front door at ground level and
enter an upper chamber with the next step, or find himself walking in an endlessly repeating
loop, casting spells can be difficult.
The "See or Touch" Rule
Without touching or seeing the target of his spell, a spellcaster inside the Tower or guardian
forest has no idea where it is, thanks to the Tower's ability to alter reality.
To direct a spell at something or someone - inside the Tower or out - a caster must be able
to see with his normal vision or physically touch his target. Usually, this forces the caster to
stay in the same chamber, hallway, or clearing as the spell subject, or at most in an adjacent
area. Within these limits, all normal rules for spell ranges apply. This restriction applies to
the effects of items of magic as well as spells,
For example, someone cannot cast a spell that affects the landing at the top of one of the
Tower's curving staircases unless he can actually see the landing. In a normal building,
someone could infer the target's location and cast his spell successfully. But within this
transdimensional structure, he can never be certain.
Likewise, spells and magical effects cannot be directed into the Tower from the outside
unless the caster can actually see the target with normal sight. For example, if the Shadow
Sorcerer stood outside the main gate, he could cast a spell at someone standing in the
courtyard. However, he could not direct a spell at someone inside one of the Tower's
chambers, unless that person were standing at a window, easily seen. The spell's range is
otherwise calculated normally.
Any kind of spell can be cast from the Tower at someone (or something) outside, as long as
the caster can see the subject from the courtyard or a window. In the latter case, the Narrator
and the player should determine the spell range based on the physical distance between the
caster and his target. For example, if Palin Majere sees someone moving through the forest
from a window outside his laboratory, the figure is at far missile range. If the individual
were hovering right outside the window, he would be at melee range from Palin.
Any target beyond the guardian forest is outside of spell range in most cases.
Transport Magic
Summoning spells and similar effects that transport the user from place to place are an
exception to the above limits. As long as the caster has seen his destination even once, he
can use summoning magic to move around in the Tower, taking companions along if he
wishes. The caster cannot summon individuals he cannot see, however - he doesn't know
where they are.
Magic from the summoning school cast from outside the Tower will transport an individual
to the foretower, but only if he has passed a Test of High Sorcery. (The range difficulty
modifier for any such spell is 5 points.) But, no matter how well he knows the Tower, he
cannot choose any other area within it as his destination.
The Master ignores such limitations, however. Not only can he magically transport himself
from outside the Tower to any location within it, all such spells function at personal range -
in effect, he is already there.
Divination and Sensivity
As noted previously in the "Concealment" section, the Tower defeats divination or
sensitivity effects created outside its walls. However, these effects can work when cast
inside the Tower.
If directed at the Tower itself, a divination or sensitivity effect reveals nothing. If directed at
the its furnishings or occupants, the spell can work (as long as the caster can see or touch
the subject, as described above). Like the rest of the Tower, however, the magical guest
book kept in the foretower is impervious to magical effects and any type of harm.
Items of Magic
"Very well," said Raistlin with unusual mildness. He spoke his word of command: "Shirak." A pale,
white light shone from the crystal on the tip of the mage's staff. It was a ghostly light and did little to
brighten the darkness. In fact, it seemed to emphasize the menace of the night.
- Raistlin Majere, in response to
Flint Fireforge's request for light,
Dragons of Autumn Twilight
This chapter briefly describes each of the fabulous items of magic that the Tower's head librarian, Jaclyn
Cashell, has studied over the last several decades. The entries presented here - excerpted from her longer
work, titled Krynn's Items of Magic - include notes on everything from potent alchemical mixtures to
wondrous wands.
Throughout this chapter, Jaclyn's notes appear in color italic type; these details, presented in the author's
own acerbic tone, represent what Ansalon's best-informed sorcerers and sages know about the items.
The remainder of each section, in normal black type, contains information about the items for the
Narrator.
For some basic background information on items of magic and how they work, readers can consult the
end of Chapter Five of the Book of the Fifth Age in the FIFTH AGE boxed set.
Jaclyn's Introduction
Since the end of the Chaos War, certain members of the Conclave of Wizards, myself among them, have
striven So catalog the diverse enchanted items created before the Second Cataclysm. Always prized,
these items have become even more precious now, as they still contain power bequeathed to mortals by
the gods.
Though the Conclave lias been officially dissolved, I present this treatise on enchanted items for the
edification of sorcerers and sages across Ansalon. Many of the devices described on the following pages
are actually inclutled m the vast inventory of magical objects stored in the lower of High Sorcery at
Wayreth. I havc examined and tested these items myself, so I can personally bear witness to their
powers. I also havc included descriptions of several famous items which I have not examined firsthand;
howevcr, their powers liavc been well documented by capable wizards.
I extend tlianks to the Master of the Tower for supporting my work, and to Palin Majere for his
descriptions oi the Staff of Magius. I here is one other who deserves mention: Raistlin Majere, whose
journals yielded additional information on thc Staff of Magilis and on the Orbs of Dragonkind, as well
as several other items.
- Jaclyn Cushell,
Wayreth, 15th of Brookgreen, 30sc
Determining an Item's Powers
Not even the most astute scholar can tell whether an object bears an enchantment just by looking at it. A
magical item can be simple or elaborate - anything from a plain-looking workaday tool or weapon to a
work of art Grafted from precious metal and studded with gems. A simple divination spell can reveal the
presence of an enchantment, but bcyond that, there's no telling what an item can do.
A wizard (or wizards) must combine many different enchantments to create a magical item. These
magics form a skein so tangled that no mortal can hope to sort them out. Only by actually picking up or
wearing an item and experimenting with different feats can one determine what boon it bestows.
When heroes find themselves faced with an unidentified item of magic, the Narrator should let them
struggle a little bit to discover its powers. Some items, for example, might have the necessary words of
command etched into them, but even then the heroes should not know exactly what the item does until
someone takes it up and actually utters the word. Of course, if the heroes have seen the object in
operation, they probably have some idea of its particular power.
Divination spells never reveal an item's exact powers or command words, but heroes can get a good hint
from a properly worded divination. For example, say a group of heroes who just found a wand of
pyromancy cast a divination spell to learn how the item was last used. If the spell succeeds, the caster
might get a brief vision of a horde of goblins perishing in flames.
It's a good idea for Narrators to vary the amount of effort it takes heroes to discover all an item's powers.
Some items should be simple to understand. For instance, during one quest, the heroes might capture an
item from a villain and persuade him to explain exactly how it works. On another quest, however, they
could stumble upon an ancient ruin and recover an item from a marble pedestal that bears a cryptic
inscription. Upon deciphering the ancient words, the heroes discover the name of the long-dead wizard
who made the item. But before they can discover the item's true powers, they must locate the wizard's
final resting place and commune with the wizard's spirit - a formidable quest in itself.
The Catalogue
Sorcerers and mystics trained in these modern times will undoubtedly find some of wliat they read here
surprising or puzzling, for many of the items described on the following pages create effects that simply
cannot be duplicated using today's sorcerous or mystical spells. Rest assured that I liavc made no errors
in my descriptions. Magic before te Second Cataclysm was much more powerful than it is now, and
neither priests nor wizards chafed under the limits we do.
Jaclyn's catalogue of magical items is divided into various sections: alchemical mixtures, magical
writings, rings, rods, staves, wands, and other items. Each section's introduction explains some
characteristics all the items share, such as particular requirements for use. Wherever a certain item's
characteristics differ from those indicated in the introduction, the distinction is noted in its description.
The description of each arcane object indicates whether Jaclyn considers it a trinket, a treasure, or an
artifact, as defined in the Book of the Fifth Age, Chapter Two.
Using the Items
Most of the items detailed in Jaclyn's catalogue require a hero using them to perform an action to
activate themusually the easy Reason or Spirit action mentioned in Chapter Five of the Book of the Fifth
Age. The action ability depends on whether the item's power is sorcerous or mystical, and opposition
applies only if the item's power is targeted at a resisting individual. If an item has more than one magical
power, a separate activation action is usually required to use each one.
The effects of the items described in the sections that follow do not take effect automatically. An item's
magical power takes effect only after one of the following has occurred:
- The item's user, a hero, succeeds in his action to activate the item (or one of its specific powers),
overcoming any opposition from resisting characters intended as subjects; or
- The intended subject(s) of the item's effect, a hero or heroes, fail to avoid the powers of an item in the
hand of a character; or
- The item is specifically described as operating automatically or at the user's will; or
- The Narrator decides that the item's power takes effect, if no heroes are involved as either users of the
item or subjects of its power.
Only one of the above choices normally should occur in order for an item's magical powers to take
effect. In other words, once a hero succeeds in his action to use (activate) his item of magic (with the
intended subject opposing the action where necessary), the effect takes place. The Narrator does not
have to then determine whether the subject resists the effect - the attempted resistance is reflected in the
character's opposition to the hero's activation action.
The only exception involves hero vs. hero situations. When a hero intends to use an item of magic
against another hero, the user must first attempt an action to activate it. If he succeeds, the intended
subject attempts to resist. Both heroes may oppose each other's action in this case.
Terminology
An item of magic is "activated" when its user succeeds in the action described above or when the item
automatically engages on its own.
Items described as affecting one or more "individuals" or "creatures" can work against any of the races
or groups defined in Chapter Six of the Book of the Fifth Age. However, an item that affects "people"
works on the hero races or hostile nonhumans only.
References to magical items' effects covering areas such as a "large room" or various sized groups of
individuals correspond to the categories in the tables in Chapter Five of the Book of the Fifth Age.
Certain items allow users to attempt "free" combat actions - a reference to any action that does not allow
the opponent a counterattack. When heroes face such weapons, they must attempt a defense action with
no chance to attack.
Alchemical Mixtures
In ages past, the wizards of Ansalon created a wide variety of magical brews. elixers, and oils that
bestowed temporary magical effects on people who imbibed or applied them. Alas, the departure of the
gods after the Chaos War created a subtle magical ripple in the fabric of the world that turned most of
these into pure water or lamp oil. Still, a few of the more unusual such substances proved resistant to
the chaos ripple and liave survived with their powers intact.
Alchemical mixtures usually require no special training to use - one simply applies them, and their
magic is released.
Unless noted otherwise, anyone can use an alchemical substance - even a hero with Reason or Sprit
codes of "X" - by merely spreading it on the skin, eating or drinking it, or whatever is required.
Branchala's Paints
Enchanted pigments blessed by Branchala, god of music and tlie arts, typically come in small ceramic
pots bearing flute or harp drawings. Each pot holds a syrupy liquid that gives off yellow and green
sparkles if shaken or stirred. When applied to a surface with a stylus or brush the pigment magically
creates any object in three dimensions, as long as it can be depicted in two dimensions. The paint
creates only normal, inanimate objects, not creatures or magical items, although it can create plants.
The user need not be a skilled painter, but must have some familiarity with magic.
One jar of Branchala's paint, considered a trinket, contains enough pigment to create an inanimate object
the size of a small room, or many smaller objects. A jar can produce a single object roughly equal in
volume to two dozen humans, at maximum.
The user can depict precious or valuable objects, such as gemstones or jewelry, but such items only
appear at a glance to be valuable: Gems turn out to be made of cut glass, jewelry of tin or brass, and so
on. Otherwise, any object created has the normal characteristics that the real thing would have. A ladder
will hold a hero's weight and a hole will actually be a hole.
Creating objects with this paint requires a Reason code of at least "C."
Dust of Appearance
Fine, metallic dust of appearance coats any creature or object it touches, rendering an invisible subject
completely visible, and forcing it to remain so for a short time. Things coated with the dust cannot
disappear in any fashion until the effect wears off a few hours later, though the subject's ability to move
or fight remains unimpaired.
Tossing a pinch of this dust, a trinket, into the air coats every creature or object within personal and
melee range of the user. A pinch of dust blown straight ahead through a tube settles on creatures and
objects in front of the user, within personal, melee, and near missile range.
A coated creature or object remains visible for one hour. While the effect lasts, anything coated with
dust cannot "disappear" in any fashion. The subject cannot become invisible, cloak itself with illusion,
or travel to another dimension. For example, the dust renders a ring of projection ineffective (see
"Rings").
Dust of appearance usually is found in tubes or packets. To randomly determine how many tubes or
packets a hero might find at once, his player draws five cards from the Fate Deck. For every Moons
card, he draws one extra from the deck. The player then totals the values of all the cards drawn -
Dragons cards are considered Ones regardless of their face values - to figure the number of containers
his hero found. Each container holds one pinch of dust.
Dust of Disappearance
A pinch of sparkling, multicolored dust of disappearance, sprinkled carefully over a creature or object,
renders it completely invisible to both normal and magical sight. Only dust of appearance reveals the
invisible subject while the effect lasts.
The user of this trinket must spend one minute carefully sprinkling a pinch of dust over the creature or
object to be rendered invisible. A single pinch of dust covers one creature or object of roughly human
size.
The subject becomes invisible instantly and remains so for one hour. No form of sight, no matter how
magical or acute, reveals the invisible creature, though dust of appearance instantly cancels the effect.
A creature sprinkled with the dust can move, attack, and use magic freely. Opponents cannot detect the
subject by sight, though individuals with Perception scores of 6 or higher or those with acute nonvisual
senses might detect the subject if they come within melee range.
A hero sprinkled with dust of disappearance must attempt an easy Reason (Perception) action to remain
unnoticed, repeating it every ten minutes if the other remains nearby. Even if an opponent notices the
invisible hero and attacks, the latter can try to evade the assault in lieu of attacking. Evasion requires an
average Agility (Perception) action. If the action fails, the invisible hero still can defend himself
normally.
Heroes defending against a counterattack from an invisible foe suffer a -4 action penalty.
Certain conditions can make invisibility useless; see the "ring of invisibility" description for details.
Dust of disappearance usually comes in small packets and can be found in the same quantities as dust of
appearance.
Dust of Tracelessness
Magical dust of tracelessness powder seems like fine, gray sand. When thrown into the air, it can make
a small chamber look as through is has been abandoned for years. If sprinkled along a trail, it makes
even the softest ground appear smooth and untrodden.
Sprinkled indoors, this trinket can make a large room look dirty and neglected, just as though unused for
at least a decade. A thick layer of normal dust covers everything in the chamber, and cobwebs cling to
every corner (if appropriate for the climate). Several pinches can disguise larger spaces. One pinch of
dust can make a length of passage look similarly disused.
Used outside, a pinch of dust can hide tracks left by up to ten individuals of human size and their mounts
or vehicles. The area of effect begins where the user stands and extends for a mile back along their trail.
Indoors or out, dust of tracelessness leaves no magical evidence behind. Its magic is instantaneous.
This dust typically comes in small packets. To determine randomly how much dust a hero might find at
once, his player draws five cards from the Fate Deck as described under dust of appearance.
Mishakal's Healing Balm
The cool, soothing unguent known as Mishakal's healing balm looks as blue as a clear summer sky and
has a pleasant smell that reminds me of wildflowers and sunshine, though no two individuals ever seem
to agree on exactly what the balm smells like. However, this fabulous substance docs heal wounds, cure
disease, and detoxify poisons.
One dose of this treasure, when applied to a wound or swallowed, removes any disease, including
parasitic infestations, from a living thing. The creature or plant treated with the balm recovers fully in
ten minutes to ten days, depending on how advanced the disease was. Minor or merely troublesome
ailments, such as common colds, disappear in ten minutes. A chronic malady, such as leprosy, takes ten
days, as does any disease that has advanced to its terminal stage.
Mishakal's healing balm also neutralizes poisons in the same way it cures diseases. An individual who
has died from a toxin can be restored to life if someone applies the balm within five minutes of death.
Named for the goddess of healing, this balm restores up to three cards to a wounded hero, as necessary.
To heal wounded nonheroes, the Narrator or a player draws two cards and adds their face values
together to figure the number of Endurance points restored to a creature or character. Any Hearts card
drawn allows an extra draw, but any Dragons card is considered a One, regardless of its face value.
One application of this balm serves only one function: healing disease, poison, or wounds. The person
applying the balm chooses the effect.
Magical Writings
In the years before the Second Cataclysm, Ansalon's wizards created a vast body of temporary magical
writings that essentially put many spells of High Sorcery into portable form. Unfortunately, the magical
ripple that destroyed most of Ansalon's alchemical mixtures also erased every spell scroll on the
continent. Spellbooks remained unaffected, but the arcane formulae tliey contained seemed increasingly
irrelevant as the years progressed without High Sorcery. Today, spellbooks are merely a reminder of the
lost magic of a bygone age.
A few other magical writings also survived. Some scrolls that contained defensive magics more potent
than simple spells remained intact, and I have cataloged these below. It may seem strange, but any
literate person can make use of these powerful protection scrolls just by reading the words.
It also seems clear that a few very potent magical tomes also survived into the present day. The powers
attributed to these writings generally involve revealing eldritch secrets that can greatly expand or sap
the reader's very soul. I have not examined any of these tomes myself and, as I have no reliable accounts
of their effects, I have not included them here.
Anyone who can read and speak can use a magical protection scroll; the scrolls use a magical cipher that
most people can understand. Heroes can read protection scrolls if they can read normal writing or if they
have Reason codes of at least "C." The ability to read protection scrolls does not necessarily mean the
hero can read normal writing.
Most scrolls of defensive magic create spherical effects that protect the reader and anyone standing
nearby. These effects are always centered on the reader and move with him. The reader's companions
could lose the benefit of the protection if they move away from the reader and, likewise, another
creature can gain the scroll's benefits by moving close to the reader.
Though almost anyone can read a protective scroll aloud and enjoy its effects, only people with Reason
or Spirit codes of "A" can scan a scroll to learn what its effects will be. Studying a scroll to discover its
function does not trigger its magic.
A scroll can be used only once. When someone invokes its power, the writing on it disappears, leaving
behind a sheet of blank, nonmagical parchment.
Unless noted otherwise, reading or studying a scroll takes one minute.
Scroll of Acid Protection
The incantation inscribed on a scroll of acid protection shields the reader from all manner of corrosive
substances for a short time.
The reader of this trinket becomes immune to all acidic and corrosive attacks for ten minutes or until
subjected to 100 acid damage points, whichever comes first. All acid attacks should be resolved
normally while the protection is in effect to determine how much acid damage has accumulated. Once
the protection effect ends, the reader becomes fully susceptible to acid once again, though he suffers no
damage retroactively. Protected heroes still can suffer mishaps when resisting acid attacks.
Scroll of Cold Protection
A scroll of cold protection creates a bubble of protection the size of a small house. Anyone within it can
withstand the coldest temperatures on Krynn, from the depths of the Icewall Glacier to the most frigid
Kharolis mountaintop. A person so protected also becomes highly resistant to magical cold attacks and
cryomantic breath.
The reader and up to twenty-five others can fit inside the sphere created by this treasure. Affected
individuals become immune to the effects of non-magical cold and receive a +12 action bonus when
resisting magical cold attacks (including dragon breath). This protection lasts one hour.
Scroll of Electromantic Protection
The magical passages recorded on a scroll of electromantic protection create a bubble about the size of
a small room. Anyone within it becomes impervious to all electromantic attacks.
This trinket's reader and up to ten others can fit inside the defensive sphere. Everyone protected becomes
completely immune to all forms of electricity, including dragon breath. This protection lasts five
minutes.
Scroll of Elemental Protection
A scroll of elemental protection creates a barrier that keeps some elemental creatures at bay. However,
very powerful ones can ignore tlie barrier, and large numbers of them can overwhelm it enough to let
some get through.
Elementals are beings composed purely of one of the four classic elements: air, earth, fire, or water.
They usually appear on Krynn as the result of a summoning spell or device - like this treasure.
The scroll of elemental protection creates an invisible sphere about the size of a small room. Up to ten
human-sized creatures can join the reader inside the sphere. Everyone within it can move normally and
can make missile attacks or cast spells out of it. However, melee attacks against foes outside require
attackers to leave the protection.
The sphere keeps up to 36 Physique points worth of elementals at bay; the monsters are unable to enter
or reach into the protective environment (for instance, to make a melee attack). A single elemental with
more than 36 Physique points can ignore it. Should multiple elementals encounter the sphere, it keeps
out the weaker creatures before stronger ones.
The sphere moves with the reader, but if the reader ever deliberately rams an elemental in an attempt to
damage it or push it away, the protection collapses. The sphere created by the scroll lasts for thirty
minutes if not brought down sooner.
Scroll of Fire Protection
A scroll of fire protection creates a bubble the size of a small house. Those inside can withstand any
amount of heat, from blistering desert sun to fiery dragon breath.
The reader and up to twenty-five others can fit inside the defensive sphere created by this treasure.
Everyone within it becomes completely immune to all forms of heat and fire, including magical ones.
Scroll of Gas Protection
The incantation recorded on a scroll of gas protection creates a bubble about the. size of a small room.
Anyone inside it becomes impervious to all forms of noxious and deadly gases.
The reader and up to ten others can fit inside the defensive sphere produced by this treasure. Everyone
so protected becomes completely immune to all harmful clouds and gases, including smoke and gaseous
dragon breath. The effect, which lasts ten minutes, does not dispel the cloud. Opaque gases still block
vision.
Scroll of Magic Protection
The powerful scrolls of magic protection create a small, invisible sphere of antimagic when read. No
spell, magical item, innate magical ability, or magical breath functions within it. The spliere does not
destroy magic within it, just temporarily negates it.
The antimagic bubble generated by this treasure is about the size of a small room, large enough to hold
five people plus the reader. It is centered on and moves with the reader. No magical effect can move
into, out of, or through the protective barrier. Enchanted items in it lose all their magical properties until
carried out of it or until the protection effect ends. Magical spells operating on a protected creature also
temporarily cease, though time spent within the sphere still counts toward the spell's duration. Magical
breath abilities and creatures' other innate arcane abilities also become ineffective behind the barrier.
The protection lasts ten minutes.
Scroll of Petrification Protection
When read, a scroll of petrification protection creates an invisible magical bubble that prevents
creatures within it from being turned into stone.
This trinket creates a sphere the size of a small room, which can hold the reader plus up to ten others.
Everyone within it becomes immune to any attack that turns flesh to stone. Baaz draconians still turn to
stone if killed while within the sphere, however.
The defensive barrier lasts for ten minutes.
Scroll of Poison Protection
The incantation inscribed on a scroll of poison protection makes the reader immune to all manner
ofpoisonous substances for a sliort time.
No form of poison - ingested, injected, inhaled, or contacted - affects the reader. The protection offered
by this trinket lasts five minutes.
Scroll of Possession Protection
Reading a scroll ofpossession protection produces an invisible bubble that prevents any form of
possession or mental control from being imposed upon creatures inside.
No spell, item, or innate ability that lets the user take control of another individual can function upon
those protected by this treasure. However, the defensive sphere blocks only effects that allow physical or
mental control; emotions, such as fear, can still be imposed.
The protective environment, the size of a small room, can hold ten people besides the reader of the
scroll. This effect lasts thirty minutes.
Scroll of the Stellar Path
Powerful wizards created scrolls of the stellar path during the Age of Might. Reading the scrolls opened
magical conduits through time, briefly duplicating - for the reader only - the optimal configuration of
Krynn's three moons for casting spells.
Now that Krynn has only a single, non-magical moon, these scrolls make a small portion of god magic
available to sorcerers. Reading one of these scrolls can be perilous, us one misspoken phrase can leave
the reader physically and mentally scarred.
Reading a scroll of the stellar path - a treasure - takes five minutes. After completing the incantation, the
reader's daily allotment of sorcery points increases by 25 during the next two days. He also gains an
automatic trump bonus whenever he casts or resists a spell during that same length of time.
If a mishap occurs during the initial reading (the activation action), the scroll bursts into a multicolored
spray of energy, which causes the reader's Perception and Presence scores to each fall 1 point. The
reader forever after bears a crescent-shaped scar over his heart. The crescent's color depends on the
reader's nature score as follows:
Using a scroll of the stellar path requires a Reason code of "A." In addition to its above powers, it can
also recharge the Staff of Magius (see "Staves").
Nature Score Color
1-3 Silver
4-6 Red
7-10 Black
Scroll of Undead Protection
The useful scrolls of undead protection create a barrier that keeps undead creatures at bay. However,
very powerful undead can ignore the barrier, and large numbers of them can overwhelm it enough to let
some get through.
The scroll, a treasure, creates an invisible defensive sphere about the size of a small room. Up to ten
human-sized creatures can join the reader inside it. All within it can move normally and can make
missile attacks or cast spells out of it. However, melee attacks against those outside require attackers to
leave the sphere.
The barrier keeps up to 72 Physique points worth of undead creatures at bay (all those on the "Undead"
chart in Chapter Six of the Book of the Fifth Age, as well as other creatures created from corpses or
disembodied spirits). Such entities can neither enter nor reach into the sphere. A single undead creature
with more than 72 Physique points may ignore it, however. If multiple undead encounter it, the weaker
creatures are kept out before stronger ones.
The effect moves with the reader, but if the reader ever deliberately rams an undead creature in an
attempt to damage it or push it away, the barrier collapses. The sphere lasts for thirty minutes if not
brought down sooner.
Scroll of Water Protection
The magic of a scroll of water protection creates a defensive sphere about the size of a small room. No
form of water can enter this sanctuary. Those inside enjoy complete protection from inclement weather,
magical blasts of water, and other water-based effects.
The reader and up to ten others can fit inside the defensive sphere generated by this treasure. No form of
water can enter it - liquid, solid, or vapor. (The scroll has no effect on water that constitutes part of a
creature's physical makeup, though.) The sphere keeps out ice, hail, snow, sleet, steam, and so forth.
Individuals carrying small amounts of drinking water inclosed containerscan cross the barrier, but those
within cannot be touched by water in any form.
If those under protection come upon any body of water, the substance will not touch them. The surface
tension the scroll creates will not allow those protected to sink into a lake (even if they wish to), slip on
ice, get soaked by rain, or suffer any other such effects. The protection lasts one hour.
Rings
Rings can hold all manner of useful enchantments. As the name suggests, a magical ring is a bit of
jewelry intended to be worn on a finger. Magical rings have a wide range of designs and appearances.
Their magic takes effect only when worn on a finger, thumb, or similar digit.
However, several rings worn together begin to interfere with each other. Once a person dons a ring, any
ring already in place on the same hand becomes inactive. Two rings, each worn on a different hand,
work fine.
Usually, any fool wearing a ring gets the benefit ofpowers that apply only to [lie wearer. Many rings,
however, bestow control over others or produce effects that extend beyond the wearer in some fashion.
Only wearers who have some familiarity with the magical arts can employ such pervasive powers.
A very few rings have within them only a limited amount of magic, which the wearer depletes with each
use.
Magical rings must be worn on the hands, not on the feet or on other parts of the body. Creatures with
claws or other fingerlike digits can wear rings on their forepaws.
Most rings generate personal effects that require no special effort; they function automatically and
continuously for anyone. Powers that can be used on demand require a Reason or Spirit action,
depending on the ring (see below). Unless stated otherwise, a person must have a Reason code of at least
"C" to use these powers.
The power contained in some rings is expressed in charges - each use drains one or more of them. To
determine randomly how many charges a ring holds when a hero (or character) acquires it, the hero's
player (or the Narrator) draws five cards from the Fate Deck. For every Moons card he draws, he takes
one extra card. Totaling the values of all the cards - Dragons cards are considered Ones, regardless of
their face values - yields the ring's number of charges.
Unless the description indicates otherwise, spent rings cannot be recharged.
Golden Ring of Healing
The Wizards of the Conclave busied themselves with making golden rings of healing until the Second
Cataclysm. Because of rivalry among the orders, none of them formally recorded how many they
completed; however, the process of creating these rings was long and difficult, so there could not have
been many.
The rings appear to be simple bands of gold braided into intricate knots. A sorcerer wearing one of
these rings can command it to heal his wounds once a day. The ring also protects a sorcerer from a
single fatal attack, hut once it saves his life, it will never work for him again. Another sorcerer could use
the ring, however.
A wounded sorcerer hero using this treasure's healing power regains one lost card to his player's hand.
Sorcerer characters regain 1 point of Endurance by using the power.
If the wearer ever suffers a mortal blow, the ring saves his life automatically: Upon discarding his last
card, the player of the sorcerer hero may draw a single new card; characters are left with 1 Endurance
point. Once the ring saves a sorcerer's life, that person cannot use any of that ring's powers again. The
sorcerer could give it to someone else, though, and he could benefit from a different golden ring of
healing.
Only wearers with Reason codes of "A" can use this ring's powers.
One golden ring of healing, described in Chapter Five of the Book of the Fifth Age, belonged to Dalamar
the Dark, but no one knows what he did with it after it ceased to function for him.
Ring of Alteration
A ring of alteration allows the wearer to assume the form of one particuiar type of creature. Many
versions of this item were created during the Ages of Might and Despair - and not all of them were
rings; belts, robes, gauntlets, and circlets also received this enchantment.
The famous kender Tasslehoff Burrfoot, a Hero of the Lance and first among those honored at the Tomb
of the Last Heroes in Solace, once found a ring of alteration carved from ivory and shaped like a
mouse's head, with two ruby chips for eyes. When lie put on the ring and willed himself to change,
Tasslehoff could turn into a small white mouse. This ring may have been buried along with Tasslehoff,
or the kender might have lost it during his travels, as true kender are wont to do.
This trinket lets its wearer assume the shape of one type of creature from the "Animals ofAnsalon" chart
in Chapter Six of the Book of the Fifth Age. The user can trigger the change either by willing it or by a
command word.
When in animal form, the user retains his own Mental ability scores, but gains the animal's size, shape,
and Physical ability scores, including special attacks. All the wearer's equipment becomes a part of the
new form, but it ceases functioning while the user is transformed.
The wearer can resume his own shape at any time, but he can safely remain in animal form only for a
number of minutes equal to his Presence score. If the wearer remains in animal form longer than this, he
must attempt an average Presence action each minute. If the action fails, he has forgotten his true form
and only mystical alteration magic can change him back. The spell to restore his true form requires 10
mysticism points before adjustments for range and invocation time. The wearer's Presence score opposes
the spell.
The wearer must have a Spirit code of at least "D" to use this ring.
Ring of Befriending Animals
A person wearing a ring of befriending animals can cause small groups of creatures to act docile and
friendly toward him. By expending a portion of the ring's power, tile user can compel the animals to
protect him or his belongings.
The wearer of this treasure can attempt to befriend any animals (creatures listed in the "Animals" chart
in Chapter Six of the Book of the Fifth Age) within melee range, provided the total of their Physique
scores does not exceed 60. To do so, he attempts a normal action to use a magical item - in this case, an
easy Spirit (Presence) action, with the animals' average Intellect score opposing it. If the attempt to
befriend them fails, the animals flee. A mount or draft animal adds its rider's or driver's Perception score
to its Intellect score when resisting the effect.
Befriended animals become docile and follow the ring's wearer around for up to one hour. At the end of
that time, they simply wander away.
If the wearer chooses to expend a charge from the ring, he can command the animals to guard him or his
possessions. The animals cannot be ordered to attack the wearer's enemies, but they leap to his defense
whenever he falls under attack (even if he started the fight).
The wearer must have a Reason or Spirit code of at least "C" to use this ring. The wearer's player (or the
Narrator) determines its number of charges as described in the introduction to this section.
Ring of Blinking
When a person wearing a ring of blinking issues the proper command, he winks out of existence,
instantaneously reappearing nearby. Thereafter, the wearer "blinks" once a minute, appearing in a
random location each time. The effect usually foils physical attacks, though spells and missiles can still
strike the wearer. Once used, the ring becomes spent for a time while it recharges itself.
The wearer of this treasure blinks in and out for six minutes, unless he chooses to end the effect earlier.
Thereafter, the ring cannot function for one hour no matter how long it was in use.
All personal and melee assaults against a blinking wearer fail. A wearer can attack another while
blinking, but he becomes subject to counterattacks. Blinking to evade a counterattack requires a
successful average Reason (Agility) action; if the action fails, he still may attempt a normal combat
defense action. The wearer cannot automatically evade any free attacks his opponent might gain as the
result of a mishap he suffered during an attack.
Any missile attack the wearer makes while blinking suffers a -4 action penalty, as does any missile
attack made against him. The wearer can attempt spells while blinking, but those without an instant
casting time automatically fail. The wearer receives a +4 action bonus when resisting magical attacks
made against him while blinking.
The wearer moves about ten feet with each blink; the ring's magic keeps him from blinking into spaces
already occupied by creatures or solid objects.
Ring of Chamelion
A ring of the chameleon gives the wearer the power to alter the color of his body, clothing, and
equipment so he visually blends info his surroundings. The change in color can even alter the wearer's
appearance enough to fool dim-witted creatures into believing he is one of them.
Someone wearing this trinket can invoke a color change anytime he wishes, as long as he has a Reason
code of at least "D" and stands against a backdrop containing different colors or textures. The wearer
could blend into a forest or a castle wall, but not into a featureless plain or a clear sky. When blended,
the wearer becomes invisible to creatures at near missile range or farther away. If an observer comes
closer, the wearer must succeed in an average Reason (Perception) action to remain unnoticed, and even
then he will be detected if he moves.
Should the wearer join a group of creatures about his same height and bulk, he can use this ring's power
to fool them into thinking he is a member of their race. A human, for example, could try to look like a
brute or a hobgoblin; he could not appear as a kobold or an ogre. The deception fails automatically if the
creatures have Reason scores of 6 or higher. Otherwise, it requires an average Presence (Perception)
action, which the wearer must repeat every ten minutes. And with each action attempt, the opposition
value increases by 2 points.
For example, say Ulin Majere falls in with a group of brutes and successfully deceives them. After the
first ten minutes, he must attempt to fool them again, and the brutes gain a +2 bonus to their Perception
scores. If Ulin succeeds again, the brutes gain a +4 bonus on his next attempt to deceive them, and so
on. If the action fails, the creatures realize the wearer's true race. Should the wearer suffer a mishap
during a masquerade attempt, the creatures gain a surprise counterattack.
Ring of Clumsiness
At first, the dangerous rings of clumsiness offer their wearers some sort of beneficial enchantment -
conferring invisibility upon them, for example.
When the wearer faces a stressful or dangerous situation, however, the beneficial effect ends. A curse
strikes the hapless user, turning him into a lummox incapable ofperforming any action that requires
stealth, precision, or balance. Once the curse takes effect, the victim remains impaired until fie can find
a sorcerer to remove the ring with an enchantment spell.
When the curse strikes, the wearer of this treasure finds his Agility and Dexterity scores cut in half
(rounded down). A score reduced to zero through this cursed magic carries no special penalty - the
victim simply has a value of zero when resolving or resisting Agility and Dexterity actions.
While under the curse, the wearer of a ring of clumsiness enjoys no trump bonus to resolve Agility or
Dexterity actions. He also suffers a -2 penalty to all defensive Endurance actions. The cursed figure
cannot cast a spell unless he succeeds in an average Dexterity action at his reduced score.
Once cursed, the wearer can remove the ring only with the assistance of a sorcerer who can cast
enchantment spells. The spell to remove the ring consumes 12 sorcery points before adjustments for
range and invocation time and the spell must overcome an opposition score of 12. For example, say the
Master of the Tower tries to help Palin Majere remove the ring. If the Master touches Palin and spends a
half-hour casting the spell, it consumes 14 sorcery points (12+1+1) and yields an action difficulty of 26
(14+12). If the spell succeeds, the ring loses all its magical properties - even the beneficial one - and can
be removed.
To determine randomly this ring's initial power, the wearer's player draws one card from the Fate Deck
and con- sults the table below:
*
This power's description appears in this section as a legitimate ability of another ring.

Ring of Contrariness
Suit Initial Power
Shields
Invisibility
*
Arrows
Leaping
*
Helms
Swimming
*
Swords
Feather falling
*
Moons
Free movement
*
Orbs
Water walking
*
Hearts
Warmth
*
Crowns
Presence
*
Dragons Narrator's choice
A dangerous and inconvenient item, the ring of contrariness has a useful enchantment of some kind -
such as enabling the wearer to fly. However, it also carries a curse that takes effect the moment the
wearer slips tile ring on: The wearer can no longer agree with any remark put to him. He disagrees with
or contradicts every idea, statement, or action he encounters. An enchantment spell can remove the ring,
but the curse makes the wearer refuse to cooperate with such a spell, stubbornly doing all he can to
avoid losing the ring.
Contrariness does not necessarily mean the wearer of this treasure responds in a manner exactly opposite
to what is asked of him. Instead, he does whatever he can to confound and frustrate those around him.
For instance, if Palin wears a ring of contrariness and his wife Usha says, "Don't take off your ring!"
Palin might respond by trying to take off one of Usha's rings instead.
The wearer will not intentionally hurt himself through contrariness: If Usha tells Palin not to hit himself
over the head, the cursed sorcerer might strike at her head.
A sorcerer can take a ring of contrariness off someone using the same kind of enchantment that removes
a ring of clumsiness (see previous entry). However, the ring's wearer actively opposes any attempt to
remove it. Once removed, it loses all magical properties.
To determine randomly what the ring appears to be, the wearer's player draws one card from the Fate
Deck and consults the table below:
*
This power's description appears in this section as a legitimate ability of another ring.

**
The ring reflects most of the effect of any spell cast to remove it, even if delivered by touch. The
spell's caster suffers no ill effects, but he cannot get the ring off unless the wearer receives the removal
spell's full effect. He can, however, cast the removal spell multiple times in the same week for a
cumulative effect.
Ring of Controlling Mammals
A ring of controlling mammals grants even novice students of the mystic arts complete control over
small groups of mammals for short periods of time.
This trinket allows its wearer to control any number of mammals, as long as their combined Physique
scores do not exceed 150 points. The mammals oppose the activation action with the average of their
Perception scores. Mounts or draft animals add their driver's or rider's Perception score to their own to
Suit Apparent Power
Shields
Invisibility
*
Arrows
Blinking
*
Helms
Flying
*
Swords
Strength
*
Moons
Spell reflection
**
Orbs
Water walking
*
Hearts
Shock
*
Crowns
Presence
*
Dragons Narrator's choice
resist the effect.
Successful users of the ring gain complete mental control over the animals and can even force them into
self-destructive acts. The ring allows control over only mammalian creatures from the "Animals" chart
in Chapter Six of the Book of the Fifth Age. It does not, however, affect mammals beyond near missile
range. Control lasts one hour.
The wearer must have a Spirit code of "C" or better to use this ring.
Ring of Feather Falling
The useful ring of feather falling automatically prevents the wearer from suffering any harm when he
falls. Before impact, the wearer becomes as light as a feather. After he floats gently to the ground, his
mass instantly returns to normal.
The ring, considered a trinket, automatically activates itself whenever its wearer falls more than five
feet.
Ring of Fire Resistance
Anyone wearing a ring of fire resistance becomes invulnerable to most forms of heal and flame, though
intense natural fire (such as molten lava) and magical fires remain dangerous.
The ring provides a +8 action bonus to the wearer's attempt to resist heat or fire. This treasure also
negates his first 10 damage points from exposure to fire.
Ring of Flying
A person wearing a ring of flying can soar like an eagle for short periods of time.
This trinket lets a person fly for up to ten minutes once each hour. Only those with Reason or Spirit
codes of at least "C" can activate it. A wearer cannot carry more weight aloft than he could normally
carry while running.
Ring of Free Movement
Rings of free movement allow their wearers to move anil act freely even when hostile magic or the
environment would immobilize or restrict them. The wearer moves throuh water as easily as lie passes
through air. Grappling attacks and paralyzing magic can immobilize the wearer, but fie becomes
resistant to them.
A ring of free movement does not prevent its wearer from swimming normally, but neither does this
trinket let him breathe underwater. Any card the wearer's player uses to avoid a grappling attack,
paralysis effect, or similar assault is automatic trump.
Ring of Invisibility
The marvelous rings of invisibility allow their wearers to apparently disappear on command. A kender
equipped with such a ring could wreak untold havoc.
The wearer of this trinket becomes invisible instantly upon activating the ring and remains so for one
day or until he casts a spell, makes an attack, or voluntarily ends the effect.
During the minute in which the wearer seems to disappear, opponents can surmise his location and
launch attacks. However, the wearer can evade any attack directed at him if he succeeds in an average
Agility (Perception) action. Should he fail, he still can defend himself normally.
After the first minute of invisibility, opponents cannot detect the wearer by sight. Those with Perception
scores of 6 or higher or acute nonvisual senses might detect him if they come within melee range. In this
case, the wearer must attempt an easy Reason (Perception) action to remain unnoticed, repeating it
every ten minutes if observers remain nearby. Even if detected, however, the wearer can evade attacks
as described above, provided he does not make an attack himself.
Certain conditions can allow observers to notice the wearer automatically. A wearer trudging through
new snow, for example, leaves visible tracks. Likewise, if the wearer opens a door and bumps into an
object, observers can see the door or object move. An invisible figure does not become magically silent -
his footfalls could give him away. Those who notice the invisible individual suffer a -4 action penalty
when attacking him.
Certain conditions can render the wearer visible again. For example, flour thrown in the air will coat
him, leaving a visible outline. Dust of appearance reverses the ring's effects.
Ring of Leaping
Rings of leaping allow any wearer to make spectacular leaps up to four times each day.
The wearer of this trinket can leap forward across a space the size of large room, attaining a height about
one-fifth the horizontal distance. The wearer also can leap backward or straight up about the height of a
giant. The ring's leaping ability grants the wearer a +8 action bonus whenever he tries to open or close
range.
Anyone can use this ring.
Ring of Mental Shielding
A ring of mental shielding makes any wearer impervious to divinations that reveal his mental state.
Neither mystical sensitivity spells nor items that duplicate the effects of that mystic sphere (such as the
medallion of mind reading described under "Other Items") reveal any information about the wearer of
this trinket.
When someone tries to use such a spell or item against the wearer, the Narrator resolves the action
normally. If the action succeeds or fails, the item's user or spell's caster discovers nothing. Should the
action result in a mishap, however, the user or caster receives a false indication. For example, if a mystic
used a sensitivity spell to determine the nature of someone wearing a ring of mental shielding, a mishap
would reveal a nature other than the wearer's true one (Narrator's choice).
Ring of Nature's Love
The gods created the unique Ring of Nature's Love during the Age of Dreams. The least of its powers
helps the wearer in combat defense. The ring also confers resistance to the natural elements and to
magic. The wearer's wounds heal twice as fast as normal. Sadly, this marvelous artifact was lost during
the Time of Light.
This one-of-a-kind artifact grants its wearer a +2 action bonus on defensive actions and improves the
wearer's defense rating by 2 points as well. Unlike other protective bonuses, the ring's bonuses can be
combined with those from other items.
Damage points the wearer suffers from magical attacks involving air, earth, fire, or water are reduced by
half (round fractions down). In addition, the ring negates the first 15 damage points the wearer suffers
from any exposure to natural air, earth, fire, or water.
In addition, the ring slows the aging process and doubles a hero's rate of healing. While it dotes not
confer immunity to disease, it prevents its wearer from dying of a nonmagical disease. Once such a
malady reaches the terminal stage, the wearer suddenly begins to recover. To randomly determine how
long the recovery takes, the player draws one card from the Fate Deck - the card value indicates the
recovery time in days. Magical diseases affect the wearer normally.
Divination spells reveal only a weak magical presence when directed at the ring, even though it is very
powerful.
Tika Waylan Majere currently owns this pewter circlet, though she does not realize its power or even
that it is magical. She stole it during her brief career as a thief but doesn't clearly remember when she
acquired it or from whom.
Tika wears the ring on a chain around her neck as a memento of her father, who actively encouraged her
to develop her pilfering skills before he disappeared late in the Fourth Age. In times of trouble, she tends
to slip the ring onto her finger, asking for her father's guidance; this activates it. If she wore it
continually, she would enjoy the ring's magical benefits all the time.
Ring of Presence
A person wearing a ring of presence gains a remarkable ability to influence others, as the item enhances
the force of the wearer's personality from the moment he puts it on. Wearers with any magical skill also
can use it to befriend others and compel them to do their bidding.
The ring, considered a treasure, gives its wearer an effective Presence score of 9 for the purposes of
interacting with others (members of any race in the Hero Races or Hostile Nonhumans charts in Chapter
Six of the Book of the Fifth Age). The user must resist mystic spells using his normal score and, if he
already has a Presence of 9 or higher, there is no effect.
Those with Reason or Spirit codes of at least "B" can also use the two special powers a ring of presence
possesses.
Once a day, the wearer can try to magically befriend any number of people, as long as their combined
Presence scores do not exceed 100 and all of them remain within near missile range of the wearer. Those
affected feel a sense of friendship toward the wearer. If they were hostile toward him when he used the
ring, they become merely annoyed and willing to forgive. While befriended individuals tend to trust the
wearer and feel inclined to help him, they do not fall completely under his control. Instead, they interpret
what he says and does in the best possible light.
Should the wearer order someone befriended to take self-destructive actions or to behave contrary to his
interests or true nature, the effect ends immediately. Otherwise, the wearer must attempt an average
Spirit (Presence) action each hour to maintain control. If he fails, the effect ends without the befriended
individual ever knowing he was ensorcelled.
Also once per day, the wearer of this ring can compel one person to a particular action, provided that
person is within near missile range. The wearer must describe the action briefly - no more than a
sentence or two - in a language the subject understands. The action must sound reasonable; the wearer
cannot compel anyone to fall on his sword, for instance.
The effect lasts as long as it takes the person to complete the action, but never more than a day. The
action need not be immediate; the wearer might compel the person to act only in response to a specified
condition. (Players should keep in mind, however, the effect's maximum duration of one day and the
mandatory short instructions.)
Ring of Projection
The elf wizardess Serinda received the Ring of Projection from a fellow wizard after a sea battle during
the last age. This plain bronze band was set with an emerald and a circle of amber chips. Lifting the
stone revealed a tiny secret compartment underneath. However, raising tlie stone whilc speaking a
command word caused an illusory duplicate of the wearer to appear nearby. Serinda could even make
the image copy her own actions if she refrained from attacks or sudden movements.
The illusory figure projected by this unique treasure can appear at near missile range or closer. If the
wearer does not engage in combat or use a spell or magical item, the image exactly duplicates his every
move. Because the image is purely visual, those at personal or melee range can easily distinguish the
projection from the original, but anyone more distant cannot.
One must have a Reason code of at least "B" to use the ring. Once each hour, the wearer can summon
the image, which remains for five minutes or until he dispels it or disrupts it by engaging in combat or
using other magic.
Ring of Protection
Valuable rings of protection make anyone wearing them more likely to resist attacks, both physical and
magical. Unfortunately, wearing two of these rings at once confers no extra benefit, nor do they improve
the wearer's defenses when worn with more powerful defensive items.
A ring of protection may be either a trinket or a treasure, depending on the strength of its enchantment.
The ring's magical bonus applies to any defensive action the wearer attempts - avoiding attacks, resisting
spells, and the likebut not to his defense rating.
A wearer cannot accumulate defensive action bonuses from multiple items. Instead, he gets the benefits
from only his most powerful item. For example, say Linsha Majere wears chain mail of renown, which
gives her a +4 bonus to defense actions. If she also has a ring of protection with a +5 bonus, she receives
only the +5 defensive action bonus, not +9. However, the magical chain mail still gives Linsha its
normal defense rating of -7: -3 for chain mail in addition to the -4 enchantment. If Linsha dons a cloak
of protection with a +6 bonus, along with her chain mail of renown and her ring of protection, she gains
a +6 defensive action bonus and keeps her an armor rating of -7. In this case, the ring gives her no
benefit at all.
To determine randomly the bonus of a hero's ring of protection, his player (or the Narrator) draws one
card from the Fate Deck and consults the table below:
Ring of Psychokinesis
A ring of Psychokinesis allows the wearer to reach out with his mind and move objects as if lifting and
manipulating them with one hand. The wearer ran hurl things, open normal doors, pull level's, and
perform similar feats at considerable distances.
Suit Enchantment Category
Shields +6 Treasure
Arrows +5 Treasure
Helms +4 Trinket
Swords +4 Trinket
Moons +3 Trinket
Orbs +3 Trinket
Hearts +2 Trinket
Crowns +2 Trinket
Dragons +1 Trinket
Wearing this trinket, an individual can manipulate any object he can see, provided he could normally
move it with one hand and it lies within far missile range or closer. He can use it to mentally generate a
steady push or a violent shove.
A steady push, which lasts up to five minutes, can move an object a maximum of one range category per
minute.
A violent shove hurls lightweight objects one range category. If the wearer mentally hurls an item at
another, the action becomes a normal combat action dependent on the range between the wearer and
target. For example, hurling something at a foe in melee range would be treated as a melee attack.
Hurled items inflict 12 damage points if they hit.
A ring of psychokinesis functions once every ten minutes.
Ring of Regeneration
Anyone wearing the rare and precious ring of regeneration heals so quickly that wounds close on their
own in minutes. Severed limbs actually grow back fully in a few days or weeks.
When a hero wearing this treasure suffers a wound, the Narrator should draw one card from the Fate
Deck without showing it to the wearer's player. The card's face value indicates how many minutes of
game time pass before the hero gets any benefit from the ring. After that time has passed, the player with
the regenerating hero adds the card to his hand.
If, despite the additional card, the hero remains wounded, the Narrator draws another card and repeats
the process, using only one card for each hero (regardless of whether the hero has multiple wounds).
Should the hero receive enough normal healing to replenish his player's hand fully before receiving the
extra "regenerative" card, the Narrator simply discards it.
A hero stops regenerating if someone removes the ring from his finger or if his body is burned up or
dissolved in acid. A wounded hero donning the ring receives no benefit until he suffers a wound while
wearing it. Putting the ring on a slain hero has no effect.
A character or creature wearing this ring (as opposed to a hero) recovers 1 Endurance point every ten
minutes.
Ring of Shocks
A ring of shocks produces a charged protrusion on tlie wearer's palm. When he slaps or presses the
protrusion against a target, he releases a powerful electrical shock. Any fool with enough wit to slap an
opponent can use tlie ring. After three uses, it becomes briefly inert while recharging. Cureless wearers
sometimes release tlie shock accidentally.
The wearer of this treasure can deliver an electrical shock worth 7 damage points at melee or personal
range. After three uses, it becomes inert for ten minutes, no matter how much time has elapsed between
the uses. If the wearer does not wish to walk around with a charged protrusion the size of a walnut in his
palm, he must take off the ring.
If a hero wears the ring all the time, the Narrator can make a random draw when he touches another
creature or handles something, to see whether it accidentally discharges. Drawing a Dragons card means
the ring discharges. If its face value is Six or lower, it causes no harm but produces some noticeable
effect (a blue spark, the hero's hair stands on end, or something similar). Should the random draw yield a
Seven or higher, either the hero or the person he's touching suffers 7 damage points (Narrator's choice).
Ring of Sparks and Stars
The potent ring of of sparks and stars aloows a wearer to produce a variety of spectacular effects. Its
full power manifests n itself only outdoors at night under a starry sky. In these conditions, even a wearer
with no formal training can create magical lights, balls of lightning, and glowing meteors. Indoors at
night or underground, the rings can create only minor light effects and showers of sparks.
In the conditions mentioned above, this artifact can produce mobile globes of light, a stationary sphere
of light, balls of lightning, and fiery meteors.
Globes of Light
A wearer can create mobile globes of light once an hour at near missile range or less. They shed about as
much radiance as a torch or lantern and can move about freely, as long as they remain within far missile
range of the ring's wearer. They can move either at his command or according to a program of
movement he orders. He cannot make this program complex but it can be open-ended, such as, "Hover
one foot to my left, no matter what I do." The globes remain for ten minutes.
Sphere of Light
Twice each night, the ring's wearer can create a sphere of fairly bright light - equal to that of a full moon
on a clear night. The sphere, large enough to hold twenty-five humans - can manifest within near missile
range or less of the ring's wearer. The sphere is immobile, but the effect can be created on a creature or
object that one can carry. If the wearer successfully targets the sphere effect on an individual's eyes (or if
the target fails to resist the effect), the victim is blinded until the light fades. Should the subject
successfully resist or the user fail to activate the item, the sphere becomes centered near the target
instead of on his eyes. The sphere lasts one hour.
Ball Lightning
The ball lightning effect produces one to four electrically charged balls; the ring's user decides how
many to create. The balls look just like the globes described above and have the same range and
movement capabilities. However, if any creature touches them or even approaches within melee range,
they discharge. When a ball discharges, the hero wearing the ring attempts an easy Reason (Perception)
action to determine the effectiveness of the discharge. Success yields lightning damage to the creature
according to the table below. The fewer balls created, the higher their damage potential.
Fiery Meteors
No. of Balls Damage Potencial
Four balls 6 points each
Three balls 8 points each
Two balls 12 points each
One ball 24 points
A ring of sparks and stars also can create three fiery meteors each week. The wearer can release
individual meteors - glowing missiles about the size of a human fist - all at once or one each minute. He
can direct them at any target within near missile or far missile range.
The meteors, leaving trails of smoke and glowing sparks as they travel, burst as they hit the ground or a
target, creating a scorching blast large enough to engulf up to ten humans. The blast inflicts 12 damage
points on each target. Anyone a meteor actually strikes suffers 18 damage points. However, to strike a
particular individual, the ring's wearer must deliberately target him and he must fail his defensive action
(if target is a hero). A meteor striking a specific target still damages other creatures nearby.
Minor Effects
When used underground, indoors at night, or under an overcast night sky, the ring loses some of its
power. It can, however, create showers of hot sparks or outline figures in eerie light. These two powers
are never available under a clear, starlit sky - the full-power functions replace them.
Shower of Sparks. Once per night a shower of sparks can affect up to five figures at melee or near
missile range, inflicting 8 damage points on each target.
Outline of Light. The light effect covers two creatures of human size, four creatures of less than human
size, or one creature of greater than human size. The subjects must be at melee or near missile range.
Those successfully targeted glow with a dim light (equal to candlelight) for ten minutes. The glow
makes them easy to see in the dark, giv- ing all attacks against them a +2 action bonus (or giving them a
-2 defensive action penalty). This power functions twice each night.
Ring of Spell Reflection
The unusual rings of spell reflection cause spells cast at the wearer to rebound onto the caster. The
reflection is seldom complete, so most spells usually affect both the caster and the ring wearer to some
extent. The reflection effect is strictly personal; spells directed at the wearer's general vicinity do not
rebound. Spells delivered by touch bypass tlie reflection and do not rebound eilher.
Whenever the wearer of this treasure becomes a spell's target, his player (or the Narrator, if the wearer is
not a hero) draws one card from the Fate Deck. The card's face value multiplied by ten is the percentage
of the spell reflected back onto the caster.
Drawing the Ten of Dragons means the caster receives the spell's full effect and the wearer none at all.
Otherwise, the spell affects each of them. Both individuals must resist the spell, an easier feat with a
partial spell than a full one. The spell's intended recipient receives an action bonus equal to the value of
the card. The spell's caster receives an action bonus equal to the card's value subtracted from ten.
For example, say a Knight of Takhisis casts a spell at Palin, who wears a ring of spell reflection. As
Palin's player (or the Narrator) draws the Six of Moons, sixty percent of the spell reflects back to the
Knight. Both Palin and the Knight then must resist the partial effect. The Knight receives a +4 action
bonus, while Palin gets a +6.
Reflected Spell Effect and Duration
Partial spells that succeed do not necessarily inflict the full strength of their duration and effect.
Numerically quantifiable effects (such as ability score adjustments or a number of damage points) and
durations (a number of minutes up to one hour) must correspond with the amount of the spell each
individual received. After multiplying the numeric effect or duration by the percentage of the spell the
ring's wearer suffered, the player (or Narrator) should round any fraction down in the defender's favor.
For instance, if the spell in the previous example was intended to deliver as its effect 9 damage points to
Palin, the most it can inflict on him is 3 points: 9 x 40% (or .4) = 3.6, rounded down to 3. It inflicts the
remaining 6 damage points on the Knight: 9-3=6.
The duration of a reflected spell is also split between the two recipients (although instantaneous
durations always stay instantaneous). Durations reduced in this manner to less than one minute are
considered instantaneous. If the above spell was intended to cause Palin's equipment to burst into flames
for ten minutes, inflicting 9 damage points each minute, the partial spell could affect him for only four
minutes, inflicting 3 damage points each minute. And it could affect the Knight for six minutes,
inflicting 6 damage points each minute.
The ring reflects only spells directed at its wearer. It cannot reflect the effects of magical items, natural
magical abilities of creatures, spells not aimed directly at the wearer, or spells delivered by touch.
Anyone can use the ring.
If the spell's caster and intended recipient both wear rings of spell reflection, the spell resonates between
them, warping reality. The Narrator should draw one card from the Fate Deck. The result depends on the
card drawn:
Ten of Dragons: Caster and recipient both destroyed in a burst of pure energy.
Another Dragons Card: Both rings permanently lose their magic.
Any Moons Card: The spell affects both caster and recipient at full power.
Any Other Suit: The spell drains away without effect.
Ring of Strength
Anyone wearing a ring of strength becomes as mighty as an ogre.
One's Strength score increases to 13 while wearing this trinket.
Ring of Sustenance
The quite useful rings of sustenance free their wearers from the need to cat or drink for as much as a
week. Wearers also need less sleep; catnaps suffice.
When a wearer first dons the ring, he must wait a week before gaining any benefit. Continuous use
drains the ring, forcing it to recharge itself from time to time.
This treasure must be activated and worn a full week before it confers any benefits. Once it takes effect,
though, the wearer requires neither food nor drink, and two hours of sleep each night give him all the
rest he needs.
After a week of continuous use, the ring becomes inactive for a week while recharging its magic. Once
activated, it functions automatically while worn. If the wearer takes it off, he loses its benefits. When he
dons the ring once more, he must again wear it a full week before gaining any benefits.
Ring of Swimming
Rings of swimming allow their wearers to remain in the water for hours at a lime without fear of
drowning. People wearing these rings can stay afloat dur- ing all but the wildest storms and can safely
dive into water from great heights.
The wearer of this trinket can safely float in water, provided he is not so heavily burdened that he
couldn't normally run. For example, a hero wearing heavy armor would float, but a hero carrying a ship's
anchor would sink. If properly clad for swimming (no heavy equipment and only light clothing), the
wearer can swim long distances, moving over water at his normal overland rate. The wearer must stop
and rest (float) for one hour after every four hours of swimming, however. If too heavily burdened for
long distance swimming, the wearer of this ring can still paddle about, moving roughly as quickly as he
could crawl on land.
In any case, the wearer can stay safely afloat in anything but hurricane conditions. He also can safely
dive into water from heights up to fifty feet, provided the water has at least a foot and a half of depth for
every ten feet he plummeted. Finally, the wearer can stay underwater up to five minutes before he must
breathe.
Ring of Truthfulness
Wearing a ring of truthfulness is a mixed blessing. It alerts its wearer to any spoken lie - he hears the
untruthful words in an uneven falsetto. At the same time, the wearer finds himself unable to utter even
the slightes fib. He must always speak the literal truth.
If someone else is using magic allowing him to lie without fear of magical detection, such as a ring of
mental shielding or an amulet of nondetection, the wearer of a ring of truthfulness cannot hear a word
that person says, true or otherwise.
The ring sometimes proves difficult to slip off, especially when the wearer faces a stressful situation.
This trinket does not reveal errors or evasions of the truth, only outright, intentional falsehoods. In
addition, the wearer must succeed in an average Presence action to take it off. If he tries to remove the
ring during a stressful or potentially dangerous situation involving a conversation with another, that
individual's Perception score opposes the action.
In either case, failing the action means the ring stays on, and the wearer cannot attempt to remove it
again for ten minutes.
Anyone can use this ring.
Ring of Warmth
Anyone wearing a ring of warmth stays comfortably warm even ifimmersed in icy water or exposed to
polar conditions while unclothed. Magical cold attacks have little effect, either.
A hero wearing this trinket gains an automatic trump bonus to any actions he attempts to block cold-
based assaults or otherwise resist cold. It also negates the first 5 damage points caused by any exposure
to cold.
Any cold-related injury the wearer suffers heals just as if he wore a ring of regeneration (see earlier
description). However, the ring of warmth restores only those wounds inflicted by cold. For example, if
a hero loses two cards to cold attacks and another two cards to physical attacks, he ceases regenerating
after regaining two cards.
Ring of Water Walking
Any person wearing a ring of water walking can cross any watery mass or span of liquid without
sinking. The wearer's feet do not actually contact the surface; instead the wearer hovers on ovals of
force that form underfoot.
The wearer of this trinket can cross even running water, oil, mud, quicksand, snow, and so on. The ring
can support its wearer and as much equipment as he could normally carry while running. If the surface is
not entirely liquid, the wearer leaves behind a series of oval depressions instead of footprints.
Rods
Most laymen have difficulty distinguishing between magical rods, which measure about as long as a
human leg and as thick as a human thumb, and enchanted staves and wands - generally less potent and
slightly more common.
Rods are so named because they tend to be straight and fairly sturdy. The materials that go into making
them vary widely, from plain shafts of wood to elaborately carved and decorated bars of bone or metal.
Only an individual well trained in the magical arts can employ a rod's powers. To use such an item, the
wielder usually must concentrate on the magical energies stored within it, vocalize a few arcane words,
and perform a series of gestures, just as he would when casting a spell. Using a rod does not tax the
wielder as spellcasting does, however, though each use diminishes the rod's potential eventually
draining it entirely. When a rod's reserves are exhausted, it becomes a mere stick.
The powerful energies stored witliin a rod produce effects more potent than all but the most skilled
sorcerers can create; however, a rod can generate only a limited number of effects (sometimes only a
single type of effect), that its creator chose when fashioning it. A rod's wielder need not he skilled in the
particular school of sorcery or mysticism the rod employs, but neither can he alter the effect to suit his
tastes and needs, as he could with a spell.
Usually, a hero must have a Reason code of "A" to use a rod (exceptions are noted in the descriptions).
Unless stated otherwise, a rod's store of power is expressed in charges, much like some rings - each use
drains one or more charges. To determine randomly how many charges a rod holds when a hero or
character finds it, the player (or Narrator) draws five cards from the Fate Deck and follows the rest of
the procedure outlined in the introduction to the "Rings" section.
Some rods can serve as weapons in addition to their magical properties. Using a rod as a weapon
requires no special "activation" action from the wielder - he simply attacks. Exceptions are noted in the
individual descriptions that follow.
Rod of Beguiling
The incredibly powerful rod of beguiling overwhelms the minds of those in the wielder's immediate
vicinity; people or creatures under the rod's influence look upon its wielder as a trusted friend and
benefactor as long as he does nothing to ruin the impression.
When activated with an unopposed easy Spirit action, this treasure sends out a magical wave that covers
an area about the size of a large room; the wave can affect up to twenty-five individuals at a time. Any
creature more intelligent than an insect becomes subject to the effect.
Beguiled creatures lose all hostile sentiments toward the wielder. Instead, they experience a sense of
fellowship and fondness for him, compelling them to trust and obey him to the best of their abilities.
The wave itself is instantaneous, but affected creatures remain beguiled for ten minutes. This effect ends
immediately if the wielder or his companions act hostilely toward the subjects or command them to act
self-destructively or contrary to their interests or natures.
Rod of Flailing
Anyone armed with the plain-looking rod of flailing possesses a formidable melee weapon. At the
wiclder's command, two large or small flail heads spring from the rod's tip. Another command causes
them lo retract. Users familiar with magic also can invoke its defensive magic lo increase their skill at
deflecting blows.
Both the large and the small flail heads of this treasure have enchantments of+6. The small version, a
light weapon with a base damage rating of +3, carries a total rating of +9, while the large version, a
heavy weapon with a base damage rating of +6, bears a total rating of +12. The wielder may not use the
large version if his Strength code does not allow him to use heavy weapons - or even the smaller version
if he is restricted to only very light melee weapons. (See the Book of the Fifth Age, Chapter One.)
Extending or retracting the flail heads does not consume any charges - striking a foe with them does.
The rod's defensive effect grants a +8 bonus to any defensive action the wielder attempts. This effect
consumes one charge and lasts ten minutes.
Heroes must have Reason codes of at least "C" to extend or retract the heads or to enjoy this rod's
defensive bonus.
Rod of Insect Swarms
Rods of insect swarms usually are crafted from resinous wood and tend to be longer and slightly thinner
than other rods - so much so that some scholars classify them as staves. Numerous carvings of flying,
biting, or stinging insects cover the rod's surface. A mystic or sorcerer can use it to release a swarm of
voracious insects that descend on one creature nearby, temporarily driving it to distraction. The swarm
is potent enough to kill some creatures. With each use of the rod, one of the carvings disappears, which
makes tracking its charges a fairly easy task.
The user of this treasure can direct the insect swarm at any individual in melee or near missile range.
The swarm descends on the target, biting and stinging for one minute. It inflicts wounds equal to the
wielder's Spirit score plus 6 damage points, but never more than 15 damage points. Armor cannot help
the target.
Targets are driven mad by the insects - they can take no offensive action except to try swatting them off.
The swarm has no effect on individuals larger than human size that also have a defense rating of-3 or
better. Engulfing the target with masses of flame or smoke renders the swarm ineffective.
The wielder of a rod of insect swarms must have a Spirit or Reason code of "A." Each use drains one
charge.
Rod of Magic Destruction
The potent rods of magic destruction have the power to drain the enchantments stored in any magical
items they touch. The attack leaves an item forever nonmagical and the roll brittle and useless. The rod
essentially works like a magic-destroying weapon, but one needs no magical knowledge to use it.
To drain a magical item, this treasure must physically touch it - and that requires at least a successful
melee attack from the wielder if the item is in another's possession at the time. The Narrator might
increase the action's normal difficulty for small or hard-to-reach items - striking an opponent's armor is
fairly easy, but touching his ring can be much trickier.
After a successful melee attack, the wielder may attempt that same minute to use the rod of magic
destruction.
- If the targeted magical item is a trinket, the action goes unopposed.
- Targeting a treasure with the rod allows its owner oppose the attempt with his Perception score.
- A targeted artifact allows its owner to oppose the attempt with triple his Perception score or with an
action bonus of +15, whichever is greater.
Should the wielder try to touch an unattended trinket or treasure with the rod, the action goes
unopposed. However, artifacts themselves carry an opposition value of 15.
The rod can also destroy spell effects, provided that their durations are longer than instantaneous and
they can be physically touched. For instance, a wielder can strike a wall of ice conjured by cryomancy
with the rod to dispel it instantly. Destroying a spell effect is an unopposed action.
After any attempt to drain an item or spell effect, the rod becomes useless - even if the attempt failed.
Although a drained item can never be restored, it is not physically damaged and still works as a normal
item of its kind. Anyone can use this rod.
Rod of Security
A sorcerer wielding the wondrous rod of security can instantly transport himself and his companions to
an otherworldly paradise where they can dwell for a time in absolute safety. During their sojourn
outside the world, the sorcerer and his companions do not age. The paradise has an abundance of fresh
water, fruits, and vegetables. Everyone there finds the climate utterly comfortable - even if one is a
desert barbarian and another is a thanoi. Injured visitors heal their wounds quickly. When tlie rod's
effect ends, the sorcerer and Ilis party return to the exact place they were standing when they departed
for the paradise.
When activated, this treasure instantly transports the wielder and up to 199 others into an
extradimensional pocket that no other mortal can find or detect. To be transported, everyone must touch
the rod or its wielder, either directly or by touching each other while at least one of them touches the rod
or its wielder.
While in the paradisiacal realm, visitors do not age naturally, but remain susceptible to magical effects
that cause unnatural aging. Natural healing proceeds at twice the usual rate there, but magical healing
works normally.
The maximum amount of time visitors can stay in the paradise is two hundred days divided by the
number of creatures in the group. So, the rod's wielder could stay for two hundred days if he went alone.
A group of five heroes could stay forty days. (Players should round all fractions down when determining
the maximum length of a stay.) Of course, a wielder can always opt to end the stay earlier just by willing
it.
Visitors cannot opt to stay behind if the rod's wielder leaves - when the effect ends or is canceled, they
all find themselves instantly back in the exact locations they occupied when they left the world. (The
same amount of time has passed there as it has for them.) If a creature or object currently occupies the
space a visitor occupied when he left, he appears as close to his original location as possible.
Each use drains one charge.
Rod of Smithing
The potent rod of smiting is a magical weapon requiring no magical skill to use. If the wielder strikes a
particularly solid blow, his opponent suffers especially severe damage. The rod is exceptionally effective
against magically animated objects.
A rod of smiting, considered a treasure, has an enchantment of +6; though in itself it is considered only a
very light melee weapon equivalent to a baton (damage rating of +2), it has a total damage rating of+8
(2+6).
If the player of a hero wielding the rod uses a trump card to attack successfully with it and turns over a
Moons card first, the rod inflicts triple its normal damage (+24).
The rod always inflicts double damage (+16) against magically animated objects. If the wielder
successfully uses a trump card to attack and the first card turned over is a Moons card, he destroys the
animated object with a single blow.
Any hit that causes double or triple damage drains one charge. Anyone can use this rod.
Rod of Sovereignty
The powerful rod of sovereignty clouds the minds of intelligent individuals in the wiclder's vicinily;
those under its influence look upon the wielder as a wise and trusted leader who holds absolute
authority over them.
This treasure produces effects similar to those of a rod of beguiling. When activated, it creates an
invisible magical wave covering an area about the size of a large house, with the rod at the center; the
wave can affect up to one hundred individuals at a time. Any creature more intelligent than an insect is
susceptible to the effect, and only those with Spirit codes of "A" or Spirit scores of 8 or higher can try to
resist it.
Those under the rod's influence lose all hostile feelings toward its wielder - instead, they feel a sense of
loyalty toward him and obey him to the best of their abilities. The wave itself is instantaneous, but those
affected remain so for ten minutes.
This rod's influence ends immediately if its wielder or his companions act hostilely toward the subjects.
The effect likewise ends if the wielder commands them to behave self-destructively or in some other
manner contrary to their interests or natures.
Rod of Spell Absorption
Rods of spell absorption act as magnets for magic, drawing arcane energy into themselves and storing it
for later use. A sorcerer who possesses one of these rods becomes, virtually immune to spells and gains
command over a considerable pool of magical energy. The rod's ability to absorb energy is finite,
however - once it has exhausted its potential, the device simply censes functioning.
The rod, a treasure, can absorb and nullify any spell actually directed at its wielder, except those
delivered by touch. Neither can it absorb effects from items of magic, natural magical abilities of
creatures, or spells not aimed directly at the wielder.
When the wielder chooses to use the rod, he can do nothing else that minute - but he can try using it to
absorb every spell directed at him during that minute. Each absorption attempt requires a separate
activation action, with the opposing spellcaster's Reason (for sorcerous spells) or Spirit (for mystic
spells) as the opposition ability. Should the rod fail to absorb a spell, the wielder still gets his normal
chance to resist, unless he suffered a mishap - then the spell automatically takes effect.
If the wielder's action succeeds, the spell is entirely negated and the spell points used to create it become
absorbed into the rod. The wielder can then use the stored points freely to cast spells of his own,
following the normal rules lor spellcasting but drawing the required spell points from the rod, not from
his own store.
For example, say Palin holds a rod of spell absorption when a Knight of the Skull attempts to slay him
outright with a necromancy spell. The Narrator determines that the spell requires 23 mysticism points to
cast. If Palin successfully uses the device, he completely negates the spell and the rod stores all the spell
points of magical energy. During the next minute or at some later time, Palin could use those points to
create a spell of his own.
Once the rod has absorbed 250 spell points, it can take in nothing more - it can only release spell energy
forever thereafter. If a rod of spell absorption is less than fully charged when found, it already has
absorbed and released some spell energy. To calculate how many points of potential remain, the player
(or Narrator) should multiply the rod's number of charges by five (it can never have a potential higher
than 250).
For example, if Palin had a fully charged rod when he absorbed the Skull Knight's 23 points, it could
absorb 227 more spell points. If he then used it to cast a 20-point spell, the device would have only 3
points of stored energy remaining - but it still could take in only 227 more points in its lifetime.
Rod of Spell Splendor
Quirky rods of splendor allow their wielders to gard themselves, once and only once, in attire fit for
royality. Though a wielder can freely give away his splendid raiment, any attempt to sell or barter away
even a small part of it causes the entire outfit to disappear. While holding or carrying the rod, the
wielder enjoys a magically enchanced bearing that impresses most folks. The device also can cause a
luxurious pavilion to spring into being at the wielder's command.
Anyone holding or carrying this treasure gains a Presence score of 9 for purposes of interacting with
other creatures - the enhanced score doesn't help the wielder resist mystic spells. If the user already has a
Presence score of 9 or higher, however, there is no effect.
A wielder with a Reason code of "C" or higher can command the rod to create a splendid suit of
expensive clothes for himself. Creating the clothes drains one charge. The user cannot add to the suit or
replace pieces he has given away by expending another charge; any attempt to do so merely wastes the
second charge.
Those with Reason codes of at least "C" also can expend one charge to create a palatial tent as big as a
mansion anytime. The tent, which lasts for one day, comes equipped with food and furnishings for one
hundred.
Once the wielder has tried both features of this rod, he cannot utilize it for those purposes again - it
merely continues to enhance his Presence. A different wielder, however, could use all its functions.
Rod of Terror
A rod of terror looks just like a common club or mace. However, someone with even a modicum of
mystic training can use it to cloak himself in a frightful aura of power that can make other creatures
freeze in terror or flee in panic. The aura lasts only a moment, but the user's own visage becomes
horrible to behold while the rod's effect lasts. Wielders, take care, however: Overusing the rod
inevitably causes permanent disfigurement.
Anyone who can employ a medium weight melee weapon can use this treasure as a mitre (damage rating
of +5) with a +4 enchantment.
Users with Spirit codes of "B" or better, however, can employ the weapon's second effect: its aura of
terror. The aura affects up to twenty-five creatures no farther from the user than near missile range.
Those affected can attempt no offensive actions during the minute the aura manifests itself.
Even if all targets successfully resist the terror (or if the wielder fails to activate the item properly), the
wielder may immediately try to use the rod's third power to make them flee. A mandatory average Spirit
(Perception) action that succeeds allows him to force the targets to open the range.
A wielder who suffers a mishap using this rod's fear aura finds that the rod's magic warps his features
and creates an air of dread around him, permanently reducing his Presence score by 2 points.
Rod of Vigilance
A mystical rod of vigilance sharpens the wielder's senses, making him less likely to be surprised. This
power requires no magical training at all.
The device also empowers a wielder who has sonic magical training to create and analyze magical
auras, detect spoken falsehoods, examine one's moral fiber, and discover illusions. Ifplanted in the
ground, the rod acts as a sentry: It detects any hostile creature that ventures too close, releasing a
sphere of magical light and sending a mental alert to its owner and his companions. If the wielder so
chooses, it can provide a magical boost to his allies when it detects an enemy, and it can animate a
group of objects to defend him.
Anyone carrying this treasure gains a trump bonus to avoid surprise. The ability operates continuously
and drains no charges. However, if the rod ever loses all its charges, this power ceases functioning.
The rod also has the divination, spiritualism, and defensive powers described below, which anyone with
a Spirit or Reason code of at least "C" can use. Each power requires a new activation, so a wielder can
employ only one of them at a time.
Examining Auras
The wielder can examine the aura of a single creature at near missile range or closer. The rod's effect
reveals the subject's true nature to its user. (The Narrator should assign it an appropriate nature if the
subject character has no established one.) The effect is instantaneous and drains one charge.
Detecting Lies
The rod of vigilance reveals to its user when anyone in a conversation with him utters a lie within ten
minutes of activation; if the activation attempt fails or the liars resist the effect, however, the wielder
learns nothing. However, this power does not reveal inaccuracies if the one speaking them believes them
to be true, nor does it detect evasions of the truth. The effect drains two charges and works against those
at near missile range or closer.
Detecting Magical Auras
Another special power lets the wielder of a rod of vigilance detect any magical auras within an area
about the size of a large room, centered around himself. Every magical creature or object in the area
glows with a faint light that only the rod wielder can see - the more powerful the enchantment, the
brighter the glow. The effect drains one charge and lasts one minute.
If the user expends an additional charge, he can spend one minute concentrating on an emanation he
already detected and determine what school or sphere that magic represents.
Those who fail to activate this power - an easy Reason action (to detect magical objects) or easy Spirit
action (for magical creatures) - can detect nothing. When a mishap occurs, the rod indicates a magical
aura where there is none (or vice versa) or identifies the wrong school or sphere.
Detecting Invisibility and Illusion
The rod's power to detect invisible creatures has the same area of effect and activation requirements as
its ability to sense magical auras (above). It makes invisible creatures and objects glow with a light only
the wielder can see. The effect drains two charges and lasts ten minutes.
The power to detect illusions works in exactly the same way to make illusory objects or creatures glow.
Defensive Powers
If the user plants the rod in the ground, it can utilize several defensive abilities for him.
Sentry Duty. First, he can command it to detect any hostile creatures coming within near missile range
of the device. When it senses such a creature, anyone within near missile range or closer to the rod
receives a mental warning of danger. To warn those farther away, it also radiates a sphere of brilliant
light - equal to sunlight on a clear day-the size of a small room. This effect drains one charge and lasts
until someone pulls the rod from the ground.
Strengthen Allies. For the cost of one extra charge, the owner can command the planted rod to bestow
an enchantment on up to twenty-five of his allies (also within near missile range of the rod) when it
detects a hostile creature. The enchantment grants its recipients a +1 action bonus. Spending another
charge triggers this effect again, for another group of twenty-five. This power lasts ten minutes.
Animate Objects. Also with an extra charge, the user can command the planted rod to animate up to ten
objects, each no larger than a stool or small shrub. Once animated, these objects function as creatures
that fearlessly attack the owner's enemies. They remain animated for ten minutes or until destroyed in
combat.
Objects: Magically animated, Co 6, Ph 6, In 10, Es 10, Dmg +2, Def -4.
A wielder can activate all three defensive powers at once, provided the rod retains enough charges.
Staves
An enchanted staff is probably the most readily recognized type of magical item in Ansalon. Who hasn't
heard of the famous Staff of Magius? Indeed, most folk view staves as the quintessential wizard's tool.
The perception is not inaccurate - it usually takes a skilled sorcerer or mystic to use a staff's powers.
Though a staff can be fashioned from almost anything, most take the form of good, sturdy shafts of
seasoned wood; many sport carved or gem-studded heads as well. Most staves are five or six feet long
and as thick as young saplings.
Among items of magic, staves occupy the middle ground between rods and wands - less powerful and
slightly more common than the former, but more powerful and rarer than the latter. Though many staves
can produce a wide variety of magical effects, their power tends to run out fairly quickly.
Unless otherwise stated, a hero must have a Reason code of "A" to use a staff, as with a rod. All staves
contain charges as explained in the introduction to the "Rings" section of this chapter. To determine how
many charges a staff holds when someone finds it, the player or Narrator should draw three cards from
the Fate Deck and follow the rest of the procedure described in the "Rings" introduction.
Most staff powers, except weapon effects, must be triggered with words and gestures, as explained
under "Rods."
Serpent Staff
The curious serpent staves function as enchanted quarterstaffs. Mystics can command them to transform
themselves into large snakes that do their bidding.
Serpent staves, considered treasures, come in two varieties:
The Python
The first, called the python, is a quarterstaff with a +4 enchantment. While anyone can employ it as a
weapon, only those with a Spirit code of "A" can command it to assume the form of a giant snake,
twenty-five feet long. The staff can remain in this form for up to an hour. Each transformation to snake
form drains one charge from the staff.
The snake attacks at the owner's command; defense against the creature requires an average Agility
action. After striking successfully, the snake wraps its coils around its opponent and automatically
inflicts its total damage upon him each minute. The python releases the foe only if its owner so
commands, if it kills the victim, or if it dies. Killing the snake destroys the staff.
Giant snake: Magical animal, Co 4, Ph 15, In 2, Es 10, Dmg +5, Def -3.
The Adder
The other variety of serpent staff is called the adder, which functions as a quarterstaff with a +2
enchantment. Anyone with a Spirit code of "B" and a nature score of 6 or higher can command the head
of the staff to transform itself into a venomous serpent's head.
Though the staff does not turn into a creature in this case, the living head can strike opponents in melee
combat. Its bite inflicts 4 damage points and allows the bearer to immediately attempt a free challenging
Spirit (Endurance) action. If the action succeeds, the opponent dies of the poison. Heroes bitten by the
adder head must attempt an average Endurance (Spirit) action to save themselves.
The staff loses a charge each time its head transforms into a snake head. The snake head can manifest
itself continually for one hour, though the staff's bearer can command it to change back sooner. If the
head dies, the staff is destroyed.
Snake head: Magical animal head, Co 0, Ph 2, In 2, Es 10, Dmg +2, Def -2.
Staff of Commanding
A staff of commanding functions slightly better for a mystic than for a sorcerer. One who fully
understands the powers of these devices can make people, animals, and even plants do his bidding.
A sorcerer or mystic holding or carrying this treasure gains a Presence score of 9 for purposes of
interacting with others - the enhanced score does not help him resist mystic spells. (Their is no effect
upon those who already have a Presence score of 9 or higher.) This power drains no charges from the
staff, but works only for bearers with Reason or Spirit codes of "A."
The staff's special powers, described below, each drain one charge.
Controlling People
A staff of commanding's magic lets its bearer influence others no farther away from him than near
missile range - either to befriend a group or compel a single person to a specific action.
Befriending. The bearer can befriend any number of people with combined Presence scores of not more
than 100. Those affected feel a sense of friendship with its bearer. If they were hostile toward him just
before he activated the staff, they remain annoyed but tend to be forgiving.
While those befriended do trust the bearer of the staff and feel inclined to help him, they do not fall
completely under his control. Instead, they interpret what he says and does in the best possible light. If,
however, he orders them to take self-destructive actions or to behave contrary to their interests or true
natures, the effect ends immediately. Otherwise, it expires in an hour.
Commanding. The bearer of this staff also can compel a single person to take a certain action, provided
that he describes the action briefly (no more than a sentence or two) in a language the person
understands. The action must sound reasonable, too - the bearer cannot, for example, compel anyone to
fall on his sword.
The commanding effect lasts as long as the person needs to complete the action but never more than a
day. This action does not have to be immediate, either - the subject could be compelled to act only in
response to some condition the bearer specified in his instructions.
Controlling Animals
The staff of commanding also lets its bearer exercise complete mental control over animals. This effect
works just like the befriending power described above, except that it affects groups of animals (such as
those from the "Animals of Ansalon" chart in Chapter Six of the Book of the Fifth Age).
The bearer gains complete control over the animals and can even force them into self-destructive acts.
However, if a hero tries to activate this power upon animals serving as mounts or beasts of burden, the
player must add their driver's or rider's Perception score to the animal's to oppose the action.
One must have a Reason code of "A" or a Spirit code of "B" to use this power. However, bearers with
Spirit codes lower than "A" can affect only mammals, while someone with a Spirit code of "A" may
affect any animal. As controlling animals requires the bearer's complete concentration, the effect ends if
he attempts any other action. Its maximum duration is one hour.
Controlling Plants
Bearers with Spirit codes of "A" can use the staff to control plants in an area the size of a small room.
Activating this power to control normal, unintelligent plant life requires an unopposed action, while
sentient plants may oppose the action with their Presence.
The staff of commanding can make plants bend out of the way to allow the bearer easy, quiet movement
through an area; open their flowers or drop their fruit; and even grab or entwine creatures. Players (or
Narrators) should resolve plants' grabbing attempts as melee attacks using the bearer's Spirit as the
action ability. Commanded plants can inflict damage as follows:
- Grasses and herbs inflict no damage when they grab someone.
- Shrubs and vines inflict damage points equal to a bearer's Spirit score.
- Large plants and trees inflict damage points equal to twice the bearer's Spirit score.
Directing plants to attack requires all the bearer's concentration. The plant control effect lasts a
maximum of ten minutes.
Staff of Healing
A mystic equipped with a staff of healing can perform miraculous feats - restore sight, banish disease,
repair broken minds, and heal wounds. Unfortunately, this device can function only a few times each
day.
One touch of this treasure instantly restores sight to a blind individual, provided his eyes have not been
destroyed or removed.
A touch also can remove any kind of disease, including parasitic infestations. In addition to banishing
disease from a single creature, the staff can cleanse contagion from an approximately human-sized mass
of material. The effect on objects or plants is immediate, while creatures recover at varying rates,
depending on the advancement of the disease. Minor or merely troublesome ailments such as common
colds disappear in ten minutes, but a chronic malady such as leprosy takes ten days - as does any disease
in its terminal stage.
A touch of the staff also cures any mental disorder resulting from a spell or injury to the brain.
The bearer can also heal wounds with a touch of the staff, restoring one, two, or three cards (at the
bearer's option) to a wounded hero. To heal a wounded creature or character with the staff, its bearer's
player (or the Narrator) draws two cards and adds their values together for a result indicating the number
of Endurance points restored. Any Hearts card drawn allows an extra draw, but all Dragons cards are
considered Ones regardless of the actual face value.
All uses of the staff require an easy Spirit action for activation - an unopposed action for willing
recipients. However, the bearer can call on the power of this staff only eight times each day. Further, no
single function can be used more than twice daily, and no creature can be affected by the staff more than
once a day. Each use drains one charge.
Staff of High Sorcery
The extremely rare staves of High Sorcery come from a time before the first Cataclysm, when the power
of wizards was reaching its peak.
Recovering one of these magnificent devices would be the pinnacle of any sorcerer's career, just as
finding a true dragonlance would be the bright spot in a warrior's life. With such a staff, a sorcerer can
command light, fire, cold, and lightning. It allows him to hurl enchanted missiles, block magical attacks,
and overcome foes with weakness or paralyzation. The bearer can even use it to defy gravity.
All the offensive powers of this artifact drain one charge with each use, as does the lifting power.
However, the staff's defensive abilities each require two charges.
Offensive Powers
The various offensive powers of a Staff of High Sorcery each have an instant duration.
Light. The staff's power to generate light creates a sphere of brilliance equal to sunlight on a clear day.
The staff's bearer can make the sphere, which is large enough to envelop fifty men, appear at personal,
melee, or near missile range. The globe of light is immobile, but the bearer can manifest it on a creature
or object that can be carried. Targeting the effect successfully on an individual's eyes causes blindness
until the light fades; should the target resist the effect (or the activation attempt fail), the sphere winds
up centered near him instead of on his eyes. The sphere lasts a full day.
Fire. The staff also can generate a blast of intense flame at near or far missile range. The blast, large
enough to engulf up to twenty-five men, inflict 24 damage points upon each target.
Cold. In addition, the staff can generate a blast of cold toward targets at melee, missile, or far missile
range. The blast, which can affect a group of twenty-five, inflicts 20 damage points to each target.
Lightning. The staff's lightning power calls down a torrent of visible electrical might at near or far
missile range. The lightning covers an area large enough to hold twenty-five men and inflicts 24 damage
points to each.
Missiles. The bearer of a staff of High Sorcery can hurl one to four enchanted missiles similar to arrows
at targets within melee or near missile range - he chooses how many missiles will appear. Each one
inflicts 4 damage points to its target. One can aim them at different targets that stay within melee range
of each other. The missiles affect only creatures, not objects or plants.
Lifting Power
The staff of High Sorcery's power to defy gravity lifts its bearer and anything he carries off the ground.
This power allows only vertical movement, though the bearer can move hand over hand along a ceiling
or drift along on the wind.
There is no practical limit to how high the bearer can rise, but it takes him about one minute to rise or
fall one range category. The effect lasts ten minutes - anyone caught aloft at the end of this time
descends slowly to the ground.
The staff can lift other creatures or objects up to human size. Unwilling subjects may oppose the
activation action or try to resist the effect, of course.
Defensive Powers
Like the staff of High Sorcery's offensive powers, its defensive abilities occur instantaneously.
Magical Shield. The bearer of the staff can create a magical shield to protect himself and one or two
others from frontal attacks. (The other creatures must always remain within melee range of him,
however.)
This magical shield negates enchanted missiles created by other staves of High Sorcery, wands of
missile hurling, and any spells that create a similar effect - provided they are directed at the front of the
bearer. Against other sorts of missiles, the shield offers those under its protection a +3 bonus to their
defensive Agility actions and improves their defense ratings by 3 points. Against nonmissile attacks, the
shield grants a +1 bonus to defensive Endurance actions and improves defense ratings 1 point. The
shield lasts one hour.
Magical Shell. Bearers desiring more extensive protection can create a faintly glowing magical shell
that blocks any wand effect or any spell created with 15 or fewer spell points - such weak magic cannot
overcome the shell. The shell has no effect on stronger magic, however, or on creatures' innate magical
abilities.
Five human-sized beings can fit inside the protective shell with the bearer but must remain within melee
range of him to be protected. The spells and arcane items of those within the shell remain unaffected by
its magic. This effect lasts ten minutes, though the bearer can end it sooner.
Sorcerers who can cast enchantment spells can bring down the shell with a counterspell costing 11
sorcery points, plus additional points for range and invocation time. The bearer's Reason score opposes
such a counterspell.
Paralysis. Finally, the staff's paralyzation ability produces a beam that can touch a single creature at
melee or near missile range. Those affected remain immobile and helpless for a short time. To determine
how long, the bearer's player or the player of an affected hero draws two cards from the Fate Deck and
adds their face values together for the total number of minutes the target(s) stay paralyzed. All Dragons
cards drawn are considered Ones, but Hearts allow an extra draw. (See the "Wand of Paralysis"
description for more information about this power.)
Staff-Mace
Sturdy-looking staff-maces arc typically made from tough hardwood reinforced with iron bands. Anyone
familiar with magic can command such a staff to transform itself into a large or small bludgeoning
weapon, or back into a staff.
The staff-mace can function as a quarterstaff, mitre, or mace, with varying enchantment levels:
- Quarterstaff: A +5 enchantment with its normal +2 damage rating yields a total rating of +7 for this
very light weapon.
- Mitre: A +4 enchantment with its normal +5 damage rating yields a total rating of +9 for this medium
weapon.
- Mace: A +3 enchantment with its normal +7 damage rating yields a total rating of +10 for this heavy
weapon.
This treasure is not charged. Anyone who can use the appropriate class of weapon may use it in melee
combat, but only those with Reason codes of at least "C" can make it change forms.
Staff of Magius
The Staff of Magius remains probably the most famous enchanted item on Ansalon, even though it has
been lost. It had a shaft of polished mahogany topped by bronze dragon claw clutching a faceted crystal.
No complete list of the staff's powers exists because every owner has either discovered or added new
ones. Its documented powers include the ability to create light, save its owner from falls, enhance the
duration and intensity of spells, and improve bearer's combat abilities. The staff could recharge itself
when exposed to the light of Solinari, Krynn's lost silver moon.
Legend says that the wizard Magius, a companion to the great Solamnic Knight Huma Dragonbane, was
the staff's first owner (or its creator, in some versions of the story). This great wizard's spirit is said to
reside within the staff, ready to aid the people of Ansalon in times ofperil. The staff's recent owners
include the wizard Raistlin Majere, who carried it during the War of the Lance. After Raistlin's failed
attempt to challenge the Dark Queen, the staff remained locked in the Tower of High Sorcery in
Palanthas until his nephew, Palin Majere, recovered it during his Test of High Sorcery.
The Conclave's records show that Pain's test occurred in the Tower of Wayreth, though Palin thought he
had traveled to Palanthas during his Test. Palin remains convinced that he received the staff from his
uncle, though the. Conclave's scholars, including myself, believe the hand of Magius was involved.
Palin carried the staff until the aftermath of the Chaos War, when it appeared to lose its power. (It
seems likely that all its charges had been exhausted.) Raistlin, having returned from the Abyss,
reclaimed the staff before departing Krynn once again.
Anyone with a Reason code of "B" or higher can use this artifact's basic powers, which include combat
bonuses, light generation, and feather falling.
Basic Powers
As a very light melee weapon, the Staff of Magius has a damage rating of +2 and an enchantment of +4,
for an adjusted damage rating of +6. It also adds a +3 action bonus to defense and improves the bearer's
defense rating by 3 points. These bonuses can be combined with other magical defenses.
Its two other minor powers each consume one charge from the Staff of Magius.
Light. On command, the staff creates a sphere of brilliant light emanating from its crystal top. The
sphere is as bright as sunlight on a clear day and large enough to bathe fifty men within its glow. The
light lasts one hour.
Protection from Falling. Should the bearer ever fall more than five feet, the staff automatically makes
him literally as light as a feather. The change takes place just before the fall ends and lasts until just after
the bearer has floated down to a safe landing.
Advanced Powers
A bearer with a Reason code of "A" and a reputation of Champion or better gains additional benefits
from the Staff of Magius.
Spell Points. First, it supplements his sorcery points. Each time he creates a spell, the staff supplies 5
points toward its duration and 5 more to augment any damage it causes. However, if the bearer does not
use all the points the staff provided, he cannot apply them to other aspects of the spell - he simply loses
them.
Random Effects. The second additional power is as much a curse as a blessing. Should the bearer of the
Staff of Magius ever suffer a mishap while attempting to activate one of its powers, a random magical
effect occurs instead - something completely under the Narrator's control. (Some examples appear
below.) If the mishap with the staff occurs during combat, the bearer suffers the normal combat mishap
as well as the random magical effect.
Whenever the staff bearer completes a quest, he can attempt to master any random effects that occurred
during that quest. He must spend one day reflecting upon the effect and attempt a challenging Reason
action to master it. Once he has done so, he can use the effect as one of the staff's regular powers.
In creating mishap effects for the staff, the Narrator might find the following suggestions helpful; the
suit of a randomly drawn Fate Card can determine what effect occurs.
- Helms: The bearer becomes engulfed in hot or cold flames (Narrator's choice). Although they don't
harm him, they cause any creature inflicting damage on him to suffer the same injury in return. While
hot flames engulf the bearer of the staff, no card he plays to avoid a fire-based attack is trump, but every
card he plays to avoid cold-based attacks is trump. The opposite is true for one cloaked in cold flames.
In either case, the flames continue for ten minutes. Once the bearer masters this power, he can choose
hot or cold flames and can end the effect early, if he wishes. The power drains four charges from the
staff.
*


- Swords: If the bearer is engaged in melee at the time of the mishap, the staff strikes his opponent,
inflicting 10 damage points instead of its normal 6. If he was not involved in melee combat, the staff
hurls three enchanted missiles at an enemy or someone else instead. (See the details on the missile effect
under "Staff of High Sorcery") The missile effect drains two charges, while the striking effect drains
only one.
- Shields: Plants in the area attempt to entwine the bearer's enemies or bystanders. The power, which
drains two charges, resembles the plant control ability described under "Staff of Commanding."
- Arrows: The staff hurls three enchanted missiles at the bearer's enemies or others nearby. (See the
missile power under "Staff of High Sorcery") If the bearer was engaged in melee combat at the time, the
staff strikes his opponent as described above for Swords.
- Moons: An enchantment from the staff removes a random spell effect or magical effect within near
missile range or closer to the bearer. While this power cancels a spell entirely, it causes an item of magic
merely to cease functioning for one to ten minutes (determined by a random draw from the Fate Deck).
Items of legend, artifacts, and the innate magical abilities of creatures cannot be rendered inactive. Once
he has mastered this power, the bearer can target a specific effect and cancel it as above with a
successful average Reason (Perception) action. Unattended items or willing subjects offer no resistance.
The effect drains four charges.
*


- Orbs: The bearer of the staff can suddenly detect and analyze magical auras. The effect drains one
charge and functions as if the bearer were using a wand of magic divining.
- Hearts: The next time the bearer moves, he makes a fantastic leap - just as if wearing a ring of leaping
(Narrator's choice of direction). Mastering the effect allows him to choose when and where to leap. The
effect drains two charges and lasts one hour or until the bearer makes four leaps, whichever comes first.
- Crowns: A swarm of insects covers one of the bearer's enemies or others nearby, just as if he were
using a staff of insect swarms. The power drains four charges.
*


- Dragons: A paralyzation ray hits one of the bearer's enemies or a bystander. If the bearer was engaged
in melee combat, the target is the opponent the bearer was trying to strike. The power works just like a
wand of paralysis, and it drains four charges.
*


*
Any power or random effect that drains four charges also forces the bearer to make an easy Endurance
action due to fatigue from the effort. Failure means the bearer suffers a -2 action penalty until he has
rested for five minutes.
The Staff of Magius can hold a maximum of twenty charges. When they are exhausted, all its functions
cease. If exposed to moonlight for one night, however, it regains one charge - though it can regain no
more than one charge a month in this manner.
Reading a scroll of the stellar path over the Staff of Magius renews sixteen of its charges over the
following two nights (eight each night). The scroll has no effect on the reader if used to recharge the
staff, however.
Staff of Mishakal
Folklorists and tale spinners called the precious, mystical Staff of Mishakal the "Blue Crystal Staff," as
it was carved from crystal and topped with a blue gem. No Evil creature could touch the staff, which had
several miraculous healing powers. The staffwas the goddess Mishakal's first gift to the world when the
true gods returned after the first Cataclysm.
After discovering the staff in the ruins of Xak Tsaroth in Abanasinia, a plains barbarian named
Riverwind presented it to Goldmoon, a princess of his tribe. Later, they and their Companions -
collectively known as the Heroes of the Lance - returned to Xak Tsaroth. There, Goldmoon used the staff
to defeat the black dragon Onyx and recover the Disks of Mishakal. While the heroes rested in Xak
Tsaroth's temple, the goddess revealed herself to Goldmoon, who returned the staff to her and became
the first true cleric of the Fourth Age.
When Tanis Half-Elven was laid to rest in the Tomb of the Last Heroes, Goldmoon's children laid a staff
of blue crystal next to him. Folktales say this was the Staff of Mishakal. Though the staff buried with
Tanis is most likely a replica made to commemorate the deeds of the Heroes of the Lance, it also is
possible that the goddess Mishakal returned the staff to Krynn when the gods withdrew once again, after
the Chaos War.
Only those with nature scores of 3 or less can use this artifact, an augmented staff of striking and curing
(see page 75). Those with nature scores of 4 or higher suffer 12 damage points if they try to use the staff.
Even a casual touch creates an unpleasant shock.
The staff can hold a maximum of twenty charges. If it loses all its charges, all its functions cease.
Exposure to moonlight for one night renews one charge, but the staff can regain no more than one
charge a month in this manner.
Minor Powers
When used in combat, this device functions as a staff of striking (see next entry). At the same time, it
has several minor mystical powers. At a cost of one charge, the bearer can compel a creature to perform
simple actions, cure minor wounds, or create calm.
Compelling Others. The staff can force one creature no farther away than near missile range to take a
simple action-one that can be ordered in a single word. The bearer must speak the word in a language
the creature understands, and the command must be clear and unambiguous. For example, most
creatures understand the meaning of orders such as "sleep" or "surrender." On the other hand, an order
such as "drop" could apply to the creature or to something it holds.
If the bearer's Spirit score exceeds the recipient's, the activation action goes unopposed (or the subject
may not attempt to avoid the effect). An affected individual performs the required action for one minute.
Healing. The staff's minor healing power restores one card to a wounded hero or an Endurance point to
other wounded individuals. The bearer must touch the recipient with the staff.
Calming. The calm power quells magical fear, including dragonawe. The effect calms up to ten
creatures within near missile range of the bearer.
Major Powers
For a cost of six charges, the bearer can use the Staff of Mishakal to create light, cure blindness, cure
diseases, or remove harmful spells from creatures.
Light. The light power creates a sphere of brightness equal to sunlight on a clear day. The sphere, large
enough to envelop twenty-five people in light, can appear anywhere within near melee range or less of
the bearer of the staff. The globe of light is immobile, but the bearer can manifest the effect on a creature
or object that can be carried. Targeting the effect on a creature's eyes causes blindness until the light
fades; should the target resist the effect (or the activation attempt fail), the sphere winds up centered near
him instead of on his eyes. The light lasts for one day.
Blindness. The staff also can instantly restore sight to a blind individual with a single touch, provided
his eyes have not been destroyed or removed.
Disease. With just a touch, the staff can cure any kind of disease, including parasitic infestations. It also
can remove disease from a single creature or cleanse contagion from an approximately human-sized
mass of material. The effect on objects and plants is immediate, while creatures recover at varying rates:
Minor or merely troublesome ailments such as common colds disappear in ten minutes, but a chronic
malady such as leprosy takes ten days - as does any disease that has advanced to its terminal stage.
Remove Magic. The staff's power to eliminate harmful spells removes any troublesome magical effect -
whether from a spell, innate ability, or magical item-from a creature by touch, as long as the magic is
still operating. (Lingering effects of magic that has come and gone are outside the purview of this
power.) This includes mystical spells that affect the recipient's mind and effects from magical items.
The staff's bearer removes the offending magic with a successful average Spirit action (instead of the
usual easy activation action). An ensorcelled creature may oppose the attempt to remove the magic with
its Presence.
Great Powers
For a cost of ten charges, the Staff of Mishakal's bearer can heal major wounds, restore the dead to life,
or create a shield that protects against dragon breath.
Healing. The major healing power restores from two to four cards to a wounded hero (bearer chooses
how many) or up to 4 Endurance points to another wounded individual.
Resurrection. The life restoration power can revivify a deceased person, provided he has not been dead
for more than one week and that his body remains fairly intact. Activating this power requires the bearer
to attempt a challenging Spirit action, but the recipient's Endurance score applies as a bonus.
A restored person must rest one day for each day he has been dead (minimum one day). Restored heroes
have one card, while characters get 1 Endurance point. The person remains helpless while recovering
from the ordeal, which caused him to lose 1 Endurance point permanently (after he has returned to life).
Restoration does not heal severe trauma to the body - such injuries require immediate healing or first
aid. If the person lost a limb (either before or after death), he is restored without it. A person with a
severed head cannot be restored.
Magical Shield. The staff can create an invisible barrier in front of the bearer that gives him and up to
five others some protection from breath attacks by dragons or other creatures - provided the attack
comes from in front of the bearer. Any card played to resist a breath attack against a protected creature is
trump. The shield moves with the bearer and lasts six hours.
Restorative Powers
Expending fourteen charges lets the bearer use the Staff of Mishakal to restore ability scores lost through
contact with the undead or hostile magic. It also can bring any slain creature back to life, even if only a
fragment of its body remains.
Restoring Points. The restoration power returns 1 point to an ability reduced by a drain attack or though
the effects of a spell or magical item. It cannot improve an ability that has not been drained. In addition,
if a hero suffered an ability score loss and subsequently improved the score upon reaching a new
reputation category, this power has no effect.
Restoring Life. The staff can bring any creature back from death, provided it was once alive and has not
been dead more than a century. An individual so restored is also made physically whole and well, with
no required rest period. Otherwise, this power is identical to the resurrection ability described earlier.
The bearer can invoke this power upon an undead creature by striking it with the staff. A successful
challenging Spirit (Presence) action activates this power, which either resurrects the creature or blasts it
out of existence (the latter if it never lived or if it died more than a hundred years ago).
Summoning Powers
For a cost of fifteen charges, the Staff of Mishakal instantly transports its bearer and a companion to any
location on Krynn, provided the bearer has seen it or can accurately describe the locale.
For example, one could deliver himself to the main gates of Palanthas, since he likely knows where the
city lies and probably has heard descriptions of the place. One could not, however, transport himself to
one of Malystryx's hidden lairs unless he has actually visited it.
A hero who suffers a mishap using this power, as well as any companion traveling with him, disappears
into another dimension - never to return.
Power of Slaying
Despite its healing propensities, the Staff of Mishakal can let its bearer slay an Evil creature (anything
with a nature score of 7 or more) with a single blow in melee combat - at a great price.
After a successful melee attack with the staff, its bearer gets a free challenging Spirit (Presence) action
to invoke the slaying power. Success means the Evil creature, the staff, and the bearer vanish in a flash
of blue light, consumed by the artifact's divine energy. Should the action fail, the blow merely inflicts 15
damage points on the target and costs three charges.
Staff of Striking
The plain-looking staves of striking allow both sorcerers and mystics to deliver unexpectedly powerful
blows.
This treasure functions as a normal quarterstaff (+2 base damage rating) in the hands of a user unskilled
in the magical arts. Anyone with a Spirit or Reason code of "A," however, can command the staff to
strike.
When striking, the staff gains a +6 magical bonus, for a total damage rating of +8. A strike drains one
charge. If the bearer uses two charges, the staff's base damage rises to +4, and an expenditure of three
charges increases the base damage rating to +6. No more than three charges can be used at once, though,
and the staff's enchantment never exceeds +6 no matter how many charges are used. The bearer of this
staff must decide how many charges to use before attacking; if the attack misses, any charges spent are
wasted.
Staff of Striking and Curing
During the Age of Might, staves of striking and curing were fairly common. The priests of the true gods
used them for defense and for tending the faithful. Each staff has a shaft of polished maple topped with a
silver or bronze cap bearing the symbol and name of a god.
The art of magical healing, and most of these slaves, became lost after the first Cataclysm. The goddess
Mishakal gave Goldmoon one of these staves front the vaults of Xak Tsaroth during the War of the
Lance. During the twilight of the last age, several other true clerics found similar staves, making it
likely that more remain to be found in ancient ruins throughout Ansalon.
In combat, this treasure works just like a staff of striking. However, it also can heal wounds by touch,
just like a staff of healing (though it cannot heal blindness or diseases). Each healing use drains two
charges. Bearers can use this power a maximum of six times a day, but no more than once a day on any
single creature.
If exposed to sunlight, the staff regains one charge every eight hours. It can hold up to fifty charges.
Staff of Wasting
A staff of wasting not only serves as a potent magical weapon for the sorcerer or mystic wielding it, but
also has the power to make a foe literally wither away to nearly nothing.
This treasure automatically functions as a quarterstaff (+2 normal damage rating) with an enchantment
of +2. Each combat hit on an opponent drains one charge. If the user wishes to expend extra charges to
activate the powers described below, he must decide to do so before resolving his attack action. If the
attack misses, the extra charges are wasted.
Aging
Spending an extra charge when the staff hits lets the bearer attempt a free average Spirit (Endurance)
action to cause his stricken enemy to age. If successful, the subject immediately advances one age
category, according to the list at right.
Age Categories
If the subject of the wasting effect is a character, the Narrator decides his initial age. (Most heroes are
adults or young adults.) Each age category beyond "adult" lowers all the victim's Physical ability scores
by 1 point. Victims aged beyond the "elder" category die. Dwarves, dragons, elves, animated objects,
and undead are immune to the aging effect due to their long life spans or undying natures.
Withering
Spending two extra charges and succeeding in a free average Spirit (Endurance) action not only ages the
foe but causes the part of his body the staff touched to wither into a useless husk. To determine where
the staff struck, the player of the bearer or the arget (or the Narrator) should draw one card from the Fate
Deck. The suit determines the injury's location and effect on the target:
Infant Adult
Child Middle-aged adult
Youth Elder
Young adult
Suit Location
Withering Effect
****
*
Arm hits strike the wing of an avian opponent. No creature can fly with a withered wing.

**
When targeting a quadruped foe, the bearer usually can reach only two of its legs at any time - the
Narrator decides which two are exposed. A biped with one withered leg loses 2 points of Agility and
suffers a -3 action penalty when trying to change range. A quadruped with one withered leg loses only 1
point of Agility and suffers a -2 change range penalty. Any biped or quadruped with two withered legs
becomes immobile. Creatures with more than four legs remain mobile as long as they have two healthy
legs on each side.
***
For winged quadrupeds (such as pegasi), a Moons card indicates a hit on the right wing and an Orbs
card means a hit on the left wing. No creature can fly with a withered wing.
****
All ability score reductions apply in addition to any reductions from aging.

Reversing the Staff's Effects
Any magical healing sufficient to restore six cards or Endurance points can repair a withered body part
or reverse one category of aging (though a slain individual cannot be brought back to life in this way).
Healing aimed at reversing aging or restoring withered areas does not restore any cards. A single spell
can either restore a withered area or reverse one category of aging, but not both at the same time.
Wands
Enchanted wands take many forms, but generally they are about the length of a human forearm and very
slender - about the thickness of one's little finger. As they can be made of almost any material, wands
can appear as anything from natural sticks to gem-encrusted scepters.
Wands are similar to rods and staves, but slightly more common. They also tend to be less powerful than
those devices, but they generally contain greater stores of energy. Even a mediocre student of sorcery
can activate a wand's power - some arc so simple to use that any peasant with a lick of common sense
can manage them.
Unless otherwise stated, a hero must have a Reason code of "B" to use a wand. All wands contain
charges, as explained for rings and rods. To determine randomly how many charges a wand holds when
a hero (or character) acquires it, the player (or Narrator) draws ten cards from the Fate Deck, then
follows the procedure described in the introduction to the "Rings" section.
Shields
Right arm
*
Arm cannot hold a shield or weapon
Arrows
Left arm
*
Arm cannot hold a shield or weapon
Helms Head Death
Swords Chest -2 penalty to all Physical scores
Moons
Chest
***
-2 penalty to all Physical scores
Orbs
Abdomen
***
-2 penalty to all Physical scores
Hearts Abdomen -2 penalty to all Physical scores
Crowns
Right leg
**
Varies
Dragons
Left leg
**
Varies
All wand effects must be triggered with words and gestures, as explained for rods.
Wand of Aeromancy
A sorcerer equipped with a wand of aeromancy can produce magical clouds that conceal, irritate, or
even kill.
This treasure can create a thick cloud of fog at near missile range or closer. The cloud fills an area the
size of a large house and remains for ten minutes in still air. While not actually harmful, it reduces
vision to melee range or less. The effect drains one charge.
A wand of aeromancy also can create a cloud of noxious vapors similar to the harmless fog except that it
fills a smaller area (the size of small house). This cloud blocks vision as described above and irritates the
eyes, noses, and throats of living creatures caught in it. Those affected suffer from choking coughs and
near blindness, and can undertake no actions except for movement and defense until they leave the cloud
and spend one minute recovering in clear air. Anyone who successfully resisted the vapor's effect can
remain within it if they wish, suffering a -2 action penalty. Creating this noxious cloud drains two
charges
The wand's most potent effect - a cloud of vapor that fills a large room - strikes any affected creatures
dead. It can appear at near missile range from the wand's holder or closer and blocks vision just as the
more innocent fog cloud does. Those who successfully resist this death effect can remain in the cloud if
they wish, incurring a -2 action penalty. In addition, they must resist the effect again each minute or be
slain. This power drains three charges.
Wand of Alteration
A wand of alteration emits a thread-thin beam when activated. The first creature the beam touches is
transformed into a small, innocuous animal such as a snail or harmless insect. Alternately, the user can
tap a creature with the wand and transform it into almost anything he can imagine, so long as it is no
smaller than a wren and no larger than a horse.
One can aim the beam of this treasure at targets within melee or near missile range. An affected
individual is immediately transformed into a small animal of the wand holder's choice. His Endurance
score goes unchanged, but his defense rating falls to 0, his damage rating to +1, and all his ability scores
to 1. The transformation lasts a full day.
The holder of the wand can touch a subject - even himself - with it at personal or melee range to
transform him. After touching him (a personal or melee attack or counterattack for an unwilling subject),
the holder attempts to activate the wand. Anyone transformed by the touch gains the new form's physical
attributes but retains his own mental attributes - that means he gains none of the assumed form's magical
or Mental abilities. The user cannot transform the subject into the form of a specific individual.
In either case, any equipment the affected individual was carrying is not transformed and falls off the
subject as he charges form. The transformation lasts one hour.
A hero must have a Spirit code of "B" to use the wand.
Wand of Cryomancy
Wands of cryomancy create raging storms of hail or sleet, sheets or domes of ice, and blasts of life-
sapping cold.
This treasure's effects are instantaneous unless noted otherwise.
The wand of cryomancy creates hailstones at melee or near missile range, covering an area large enough
to shower twenty-five men. Those affected by the hailstorm suffer 15 damage points. The resulting layer
of slippery ice over the area creates bad footing (-2 physical or combat action penalty) for one minute
after the storm. The falling ice also extinguishes small fires and cools hot objects. Instead of hail, the
wand can also create a shower of harmless sleet with double the area of effect. Both effects drain one
charge.
One can use the wand to create a sheet of ice at melee, near missile, or far missile range. This effect can
be as small as a single man or as big as a large house, but it must be flat - some six inches thick and as
strong as a wall of thick planks. The sheet lasts an hour under normal conditions, half of that in very hot
areas, and a full day in very cold areas, though the wand holder can end the effect at will. The effect
drains one charge.
The holder of this wand can create a dome of ice, just like the sheet, in a hemisphere around himself. It
can enclose an area as small as one individual or as big as a large room.
Finally, the wand can emit a blast of cold at melee, missile, or far missile range large enough to engulf
up to twenty-five men. It inflicts 20 damage points on each target and drains two charges.
Wand of Discerning Enemies
Almost anyone carrying a wand of discerning enemies can detect hostile creatures lurking nearby - even
if the foes are hidden, cloaked by invisibility, or disguised. Imprudent use of this device can create
trouble for its holder, however, as many otherwise harmless beings become provoked when strangers
point magical devices at them.
When activated, this trinket pulses and points toward any creatures hostile to its user, no matter how
they might be hidden. The wand detects hostile creatures in an area the size of a large room, with the
effect always centered on the user. Should multiple hostile creatures lurk within the area, the wand
points to them all, one at a time, starting with the nearest one. It reveals nothing else about the figures it
detects, so if the user cannot see the creature, he has no idea what it is.
Wand of Discerning Hidden Portals and Traps
Even a mediocre student of magic can divine the locations of any concealed windows, doors, or traps in
the immediate area using a wand of discerning hidden portals and traps.
This trinket reveals either portals or traps in an area the size of a large room, but not both at once. (Upon
activation, its holder must specify which he wants to detect.) If multiple portals or traps are present
within the area, the wand points to them all, one at a time, starting with the nearest one. The wand
reveals nothing else about the objects it detects, so the user does not automatically know how to open a
portal or avoid a trap he has detected.
A portal is "hidden" when it has been placed or constructed so it can be readily used but is not
immediately recognizable as a portal. For instance, one could use the wand to locate a door specially
crafted to look just like a stone wall and activated by a hidden stud or lever. The wand would likewise
find a door or gate hidden behind a curtain or illusion, but it could not detect a door covered by a solid
brick wall, as it is no longer usable.
Wand of Electromancy
A wand of electromancy can release a powerful, short-range shock or loose a torrent of lighting flashes
into an area.
This treasure can create a jolt of electricity that inflicts 8 damage points upon one target at melee range.
The shock drains one charge.
It also can release a torrent of lightning at near or far missile range across an area large enough to
contain twenty-five men. The effect inflicts 18 damage points on each target and drains two charges.
Both these effects are instantaneous.
Wand of Fright
A wand of fright produces a spray of mystical energy that can strike fear into the stoutest heart. Even
the most ferocious creatures can be compelled to flee if they succumb to the wand's effects.
This trinket can strike fear in up to twenty-five creatures within melee or near missile range. Those
affected can take no action except quitting the field. If pursued, fear-struck creatures can defend and
counterattack normally, but they cannot initiate attacks. They remain fearstruck for five minutes.
Wand of Geomancy
Wands of geomancy allow their users to alter tlie landscape in a literal fashion, digging holes, opening
temporary passages through solid rock, or commanding tlie very earth to rearrange itself. The effects
aren't particularly impressive, but they're ridiculously easy to create.
Heroes with Reason codes of "C" or better can use this treasure's three powers.
Digging
Using the wand's digging ability, its holder can excavate a roughly man-sized hole (about a five-foot
cube) in earth, sand, mud, or loose rock in one minute. Material removed from the hole is piled evenly
around the excavation. The digging ability, which drains one charge, lasts five minutes - but the hole
created remains after the effect ends.
After the first minute of digging, the holder can widen the hole he has created or continue downward.
There is a limit, however, to the depth he can achieve before the excavation collapses. Holes in normal
earth stay stable to a depth of about twenty feet. Sand tends to collapse after about ten feet, mud or loose
rock after five feet, and very soft mud or quicksand falls in upon itself immediately.
Once the wand holder exceeds the maximum safe depth, the player or Narrator randomly draws one card
from the Fate Deck. Drawing a Dragons card means the pit collapses, forcing anyone inside to perform a
challenging Agility action to avoid being buried. Every additional increment of five feet the digger
excavates beyond the safe depth requires an additional draw to check for collapse. Anyone try- ing to
tunnel horizontally must check for collapse for every minute of tunnel- ing, no matter what the depth.
Unsuspecting creatures standing within melee range of the excavation must successful perform average
Agility actions to avoid falling in. If the creature was moving toward the point of excavation, the action
becomes challenging.
Creating a Passage
The wand's second effect creates an opening in a rocky surface large enough to admit a single man-sized
figure and as long as a small room. The passage can pass through dirt, sand, or stone, but not wood or
metal. While there is no danger of collapse, creatures within melee range of the opening when it forms
might fall in as described above. The wand's holder can create the passage within near missile range or
less of himself. It remains open for one hour - those caught inside when it closes are harmlessly
expelled. The effect drains two charges.
Shaping the Earth
The wand's final effect causes the very earth (dirt, clay, sand, or loam, but not rock) to reshape itself at
the user's command, thereby allowing a holder of this wand to flatten a hill, dig a ditch, collapse an
embankment, or create one where none existed before. The effect cannot create tunnels, however.
Simply caving in an embankment takes about a minute, but more complex reshapings require an hour.
The area reshaped can be at personal, melee, or near missile range from the holder. This effect drains
three charges.
Wand of Hydromancy
A sorcerer wielding a wand of hydromancy can make a shower spring from nowhere, change the level of
any body of water, or cause the surface to part and provide a safe, dry path.
This treasure's ability to create water produces about six gallons - enough to satisfy the needs of a small
group of humans or two mounts for a day. If no container is on hand to hold the water, it falls to the
ground. The holder of this wand can create the water at personal, melee, or near missile range.
Projecting the effect into the air creates a small cloudburst sufficient to drench five humans. The effect
drains one charge.
The wand also can change the water level of an area the size of a small house, either causing it to rise to
its highest natural level or sink about twice the height of a human. This effect, which lasts thirty minutes
and drains two charges, has the same range as the wand's ability to create water. One can use this power
only at the water's surface, not underwater. Trying to change the level of a body of water larger than a
small house creates a whirlpool that traps boats and ships until its duration expires. Swimming creatures
suffer a -4 penalty to Agility actions while within a whirlpool area.
The wand's final effect causes water to move aside and form an aisle or trough. The trough has the
height of a man, the width of a small room, and the length of a large house. If created underwater, the
effect forms a horizontal cylinder instead of a trough. Natural currents appear to flow through the
affected area normally; ships, boats, and swimmers cannot enter or leave the trough area without a
successful open or close range action.
This final effect drains three charges and lasts for ten minutes. The wand's holder can form a passage
through water as far away from himself as far missile range.
Wand of Lighting (Dalamar's)
The Black-Robed Wizard Dalamar once created a specialized and more potent version of the wand of
electromancy that could recharge itself during thunder-storms. After he used it to slay the Blue Lady
during her attack on Palanthas in 357AC, it is said that the spirit of the slain Dragon Highlord haunted
the wand. According to some accounts, tlie infamous Lord Soth once appeared to claim the wand.
Dalamar himself remained ever silent on the matter, and today the wand is lost - as he is.
This unique treasure creates an instantaneous stroke of lightning at near or far missile range. The stroke
covers an area large enough to hold twenty-five men and inflicts 30 damage points on each target.
Although each use of Dalamar's Wand of Lightning drains one charge, it regains a charge during any
week when a thunderstorm occurs. The holder of this wand must have a Reason code of "A" to use it.
Every time a hero (or character) uses the wand, the player (or Narrator) must make a random draw from
the Fate Deck. If he draws the Six of Dragons or any higher card in that unlucky suit, a death knight
appears within ten minutes and attacks the wand's holder. The knight, seeking to claim the wand and
carry it to Dargaard Keep, will stop attacking and depart if the user surrenders it.
Wand of Magic Divining
The useful wands of magic divining function for anyone with even a passing familiarity with magic. It
detects magical emanations in the holder's immediate area and indicates their approximate locations.
Continued study reveals what sort ofmagic is present.
When activated, this trinket can detect any magical aura within an area about the size of a large room,
pulsing and pointing to the strongest emanation. Each use drains one charge and lasts one minute. If
used multiple times in the same area, the wand indicates additional emanations in descending order of
strength. Relative strengths of magical effects depend on how difficult the effect was to create (see the
Book of the Fifth Age, Chapter Five); the more difficult the spell, the stronger the emanation.
The wand's holder can spend one minute concentrating on an aura to determine what school or sphere of
magic the spell employs.
Should the holder fail his Reason action to activate the wand, he detects nothing. If the failure results in
a mishap, the wand temporarily malfunctions and indicates a magical aura where there is none (or vice
versa), or indicates the wrong school of magic to a user attempting to analyze an aura.
Any hero with a Reason code of "C" or better can use the wand.
Wand of Magical Suppression
Wands of magical suppression have the unusual ability to negate the enchantments of other magical
devices temporarily. rendering them unable to produce or maintain magical effects for a short time.
Further, almost any fool can use one.
The holder of this treasure can aim it at any device in near missile range or closer. The activation action
goes unopposed against target devices not resistant to magic or in a creature's possession; otherwise, the
user's (or owner's) Reason score resists the action. However, if the target item is anything other than a
magical wand, the base difficulty of the activation is average instead of easy.
Should the action succeed, the wand suppresses the target item's enchantment, preventing it from
generating any magical effects for one minute. Any magical effect the item is currently producing stops.
Any charges expended to produce or maintain an effect during that minute are lost.
The wand does not function if aimed at a magical effect. To work, it must target the item producing the
effect or the creature using that item. The wand has no effect on spells or on a creature's innate abilities.
Wand of Missile Hurling
Those unfamiliar with sorcery can make limited use of a wand of missile hurling, creating with it a
missile similar to a normal arrow. In the hands of someone with even a smidgen of training in sorcery,
however, the wand can deliver two missiles at once, and with far greater accuracy. Unlike real arrows,
the wand's missiles have no effect on inanimate objects.
People with Reason codes of at least "C" can use this trinket to make an attack (or counterattack) at near
or far missile range. The activation requires a Dexterity action, just as if the hero were employing a
missile weapon. A missile that hits its target inflicts 4 damage points.
People with Reason codes of at least "B" can use the wand to fire two missiles at once (as an attack with
a sorcerous magical item) at near or far missile range. The missiles can be aimed at two different targets,
provided they are within melee range of each other.
Each missile fired drains one charge. These missiles affect only creatures (including undead), never
objects.
Wand of Paralysis
A wand of paralysis projects a thin, gray beam of mystical energy that renders the first creature it
strikes rigid and immobile for a short time. This effect can prove quite devastating for a creature in
flight.
The beam from this trinket can touch someone at melee or near missile range, rendering him immobile
and helpless for a short time. To determine how long, the holder's player (or the Narrator) draws two
cards from the Fate Deck and adds their face values together; all Dragons cards are considered Ones,
and each Hearts card allows an extra draw. The total is the number of minutes the target remains
paralyzed.
Paralyzation is a mental effect that sends the victim into shock, preventing him from attempting any
meaningful actions - even purely mental ones.
A hero must have a Spirit code of "B" or better to use this wand.
Wand of Phantoms
Wands of phantoms create illusory images with both visual and audible elements. However, these
images have no scent, taste, or tactile characteristics.
This trinket can create illusory shapes about the size of a large room or a group of five men. The wand's
holder can create an image as far from him as far missile range. It moves according to his instructions
but must remain within far missile range of his position when he created it. Images of multiple creatures
or objects must move as a group; otherwise they move as explained under "Wand of Spectramancy."
Creating an image with visual characteristics drains one charge, while one with both visual and audible
characteristics drains two. However, audible images cannot generate more noise than five humans
shouting.
Wand of Pyromancy
Pyromantic wands can create several different fiery effects, including a short- range burst of flame, a
scaring blast of fire, or a curtain or ring of flames. If pointed at a normal (not magically created) fire,
the wand can snuff out the flames, converting them into smoke or a burst of fiery sparks.
This treasure's effects are instantaneous unless noted otherwise.
Creating Flame Effects
At melee range, this wand's flame burst inflicts 7 damage points upon a single target, draining one
charge.
At near or far missile range, the wand can shoot a similar searing blast large enough to engulf up to
twenty-five people. It inflicts 18 damage points on each affected creature and drains two charges.
The wand's holder can create a curtain of flames at a point within melee, near missile, or far missile
range. This curtain can appear as small as a man or as big as a large house, but it must be flat. Anyone
touching this flame suffers 9 damage points. The effect lasts up to five minutes (though the holder can
end it anytime) and drains two charges.
The ring of flame effect works just like the curtain, except that it forms a short cylinder around its user,
enclosing an area as small as the user himself or as big as a large room. The wand will not create a ring
tight enough around the holder to cause him injury.
Fire Transformations
To convert a fire into smoke or sparks, a holder must aim the wand at a normal fire lying no farther from
him than far missile range. The effect drains one charge and snuffs out a blaze up to the size of a small
room, replacing it with a pall of smoke or a shower of sparks at the user's option. (If the fire is larger
than a small room, the wand can snuff out only a portion.)
Changing a normal fire into smoke creates a cloud billowing up to the size of a large house (depending
on the size of the original fire). Vision within this cloud is reduced to personal range, and creatures
within the cloud suffer a -4 penalty to all actions unless they escape the area of effect or succeed at a
challenging Endurance action to overcome the smoke. (Combat actions still carry a -1 penalty for
obscured vision even with a successful action.) The smoky cloud persists for ten minutes; obscured
vision and action penalties last as long as a victim remains in it.
Converting a normal fire into a shower of sparks creates a fiery foun- tain up to the size of a small house
(depending on the original fire's size). Creatures within the area or those looking directly at it from near
missile range or less must succeed in a challenging Perception action or become temporarily blinded. To
determine how long the blindness lasts, the players of affected heroes (or the Narrator) each draw one
card from the Fate Deck; the card's face value equals the number of minutes of blindness (double the
face value of any Dragons cards).
Wand of Spectramancy
A wand of Spectramancy allows even the most callow student of magic to create small, mobile globes of
light; large, glowing spheres; or sharp, blinding flashes.
At near missile range or less, this treasure can create up to four small globes (the wand's holder decides
how many) that shed about as much light as a torch or lantern. The globes can move about at the holder's
command or follow a simple program of movement he has described. The instructions cannot be
complex, but they can be open-ended, such as, "Remain one foot to my left, no matter what I do." The
globes, which continue for ten minutes, can move anywhere within far missile range of the user.
Creating the globes always drains one charge from the wand, whether the holder creates one or four.
The wand also can manifest a sphere of fairly bright light - the equal of moonlight on a clear evening.
The sphere is large enough to hold twenty- five humans and can appear within near missile range (or
less) from the holder. Although the effect is stationary, the user can create it on a creature or object that
can be carried. Successfully targeting the effect on someone's eyes causes blindness until the light fades;
should the target resist the effect (or the activation attempt fail), the sphere winds up centered near him
instead of on his eyes. This effect consumes one charge and lasts one hour.
For a cost of two charges, the wand holder can create a larger, brighter sphere, as brilliant as sunlight on
a clear day and large enough to encompass fifty men. This sphere lasts a full day.
The wand can shoot a blinding flash of light at a target within near or far missile range. The flash, which
covers an area large enough to hold fifty men, inflicts 18 damage points on every affected undead
creature. Anyone within the area or looking directly at it from near missile range or less must succeed in
a challenging Perception action or become blinded and stunned (unable to act or offer opposition) for
one minute. This instantaneous effect drains three charges.
Any hero with a Reason code of "C" or better can use the wand.
Wand of Summoning
Sorcerers wielding a wand of summoning can transport themselves and their companions over short
distances and call creatures to serve them.
The holder of this treasure can use it to transport himself from his present location to any other within
artillery range or closer. If the holder cannot see his destination, he must describe it aloud based on what
he can infer or recall about it.
For example, someone could transport himself across a flat plain to any locale he can see. However, if
he is standing in a thick forest, he must specify his destination in some way. Acceptable destinations
include "behind the tall tree with the forked top" and "back to camp," provided those sites lie within
range.
Transporting oneself drains one charge. Bringing along extra travelers drains one additional charge per
individual and increases the activation action's difficulty by 1 point for each extra creature. Very large
creatures prove harder to transport; those larger than a human but less than twice human size require two
charges and increase the action's difficulty by 2 points each. A creature about three times human size
requires three charges and increases difficulty by 3, and so on. All those transported must be touching
one another or the user.
To transport an unwilling individual, the wand's holder first must make an attack (or counterattack) at
personal range. After it succeeds, he can then make a free attempt to use the wand, but the opponent can
attempt to resist it. One cannot transport another without going along himself. Transportation is
instantaneous.
The wand also allows its holder to summon creatures to his location. While activating the device, he
simply states what sort of creature he wants to summon, and it appears anywhere within near missile
range or closer. The wand summons a creature typical of its race, not a specific individual. The
summoned creature opposes the activation action with its Perception score. However, the holder of this
wand cannot summon any creature whose combined Strength and Endurance scores (or whose Physique
score doubled) exceed three times his own Reason score.
When the summoned creature arrives, it immediately attacks the wand holder's enemies. If there are no
enemies to fight, the holder can instruct the creature to perform some other service, provided that he can
establish communication.
A summoned creature remains for ten minutes, and each summoning drains two charges. The holder can
summon multiple creatures, but each additional one requires two extra charges and increases the
difficulty of the wand's activation action by 2 points.
Other Items
Many other objects, both exotic and mundane, hold powerful enchantments. Some of them date back to
the Age of Might, when the Conclave of Wizards brought forth a steady stream of wondrous items. Even
today, itinerant sorcerers and glib con artists peddle a wide variety of trinkets and charms that
supposedly carry magical powers. When the seller is a true sorcerer or mystic. Ins goods probably will
perform as advertised - at least for a while.
The items cataloged here, however, contain true god magic from before the Second Cataclysm and
earlier. Barring the return of the gods, Krynn will not see the likes of these precious objects again - they
are not the sort of items one buys from peddlers.
For the most part, the items on this list were intended for anyone's use. Most operate automatically
when worn or held. Others function only at the command of a user with a working knowledge of tilings
magical. Most of these arcane devices contain permanent stores of magic, so users need not worry
about depleting them with use.
The list that follows contains only a small sample of the magical items still in use in Ansalon or waiting
to be discovered in some ancient ruin.
Most of these miscellaneous items of magic create personal effects that require no special effort from the
user - they function automatically and continuously for anyone. Powers usable on demand require a
Reason or Spirit action for activation. Unless stated otherwise, a person must have a Reason code of at
least "D" to use these powers.
Some of the items that follow contain charges, as described in the introduction to the "Rings" section.
Amulet of Healing Hands
Shortly after the gods crafted the Amulet of Healing Hands in the Age of Dreams, it passed into mortal
hands. This amulet, crafted from white gold, depicts three crooked arms joined in a circle, with tliree
hands clasped in the center.
The amulet grants wisdom and protection to its wearer and promotes harmony. It keeps magically
summoned creatures at bay and allows the wearer to perform magical healing. The amulet's most
famous owner was the great Solamnic Knight Huma, who gave it to the elf maid Gwynneth (actually
Heart, a silver dragon) as a pledge. The amulet was lost when Gwynneth followed Huma through
death's doorway.
The elf Gilthanas currently owns this artifact. He received it from his lover, Silvara - actually the silver
dragon Dargent, sister to Heart.
Detection spells directed at the amulet artifact reveal only weak magic, even though it is very powerful.
All three of this artifact's basic powers function automatically and work for anyone. However, its
healing and light- generating powers function only at the command of a wearer with a Spirit code of at
least "D," unless stated otherwise. Should the wearer suffer a mishap while using one of these advanced
powers, he becomes exhausted and suffers a -2 action penalty until he rests for five minutes.
Basic Powers
This artifact grants its wearer a +6 bonus to all actions that involve resisting poison or disease. It
improves his Spirit score by 1 point, which allows his daily allotment of mysticism points to increase
accordingly.
The Amulet of Healing Hands generates a barrier that magically created or summoned creatures cannot
cross. Such creatures - including animated objects, elementals, frost-wights, shadow-wights, fire
dragons, and daemon warriors - cannot get within melee range of the wearer.
Up to five people can fit into the circle of protection the amulet creates. Everyone within this circle
remains immune to melee and personal attacks from creatures outside. Opponents can launch magical
attacks or use missiles against those inside, but such defenders receive a +2 bonus when resisting these
assaults. Protected individuals must leave the circle to launch melee attacks against creatures outside it.
Should the amulet's wearer attempt a melee attack against creatures outside of it, or try to use the circle
to damage them or force them back, the circle collapses and cannot be raised again for ten minutes.
In addition to these powers, this unique amulet promotes harmony. The wearer enjoys a trump bonus for
Presence actions involving nonviolent, non-threatening negotiations with others. This power does not
apply to his ability to resist mystical spells, however.
Advanced Powers
While the Amulet of Healing Hands does not confer immunity to disease upon its wearer, it prevents
him from succumbing to any nonmagical disease. Once a disease has reached the terminal stage, the
wearer suddenly begins to recover. To randomly determine how long the recovery takes, the player (or
Narrator) draws one card from the Fate Deck; the card's face value indicates the number of days.
The amulet's wearer also heals from his wounds at double the normal rate.
If the wearer's nature score is 4 or higher, the amulet automatically begins reducing it, decreasing it by 1
point every six months until the score reaches 3. However, the hero's (or character's) nature description
need not change.
The wearer can heal wounded creatures by touch four times each day. A touch restores either one, two,
three, or all lost cards (or Endurance points) to a wounded hero (or character). The wearer chooses how
much healing to bestow with each touch, but can restore each of the above amounts only once each day.
Otherwise, the power works just like the healing power described under "Staff of Healing."
This power can heal those injured by the effects of poison, as well - including restoring a poisoning
victim to life, if applied within five minutes of death. In addition, the wearer can remove a disease with
the amulet once daily, just as if it were a staff of healing.
Finally, once a day, the wearer can create bright light with the amulet as if using a wand of
spectramancy.
Amulet of Nondetection
Amulets of nondetection shield thcir wearers from all forms of magical divination.
Mystical spells from the school of sensitivity reveal no information about the wearer of this treasure.
Items that duplicate spells of the sensitivity school, such as the medallion of mind reading, also prove
ineffective. In addition, the amulet defeats sorcerous divination spells and magical items that duplicate
their effects (such as wands of magic divining), as well as crystal balls and items that produce similar
effects (such as the sight powers of an Orb of Dragonkind).
When someone uses a divination spell or item against the wearer of this amulet, the Narrator should
resolve the action normally. Success means that the spellcaster or user of the item discovers nothing,
while a mishap gives the caster or user some false indication of the Narrator's choosing. For example, if
a sensitivity spell was used to determine the wearer's nature, a mishap would reveal a false nature.
Bracelet of Magic Resistance
Folklorists sometimes refer to a bracelet of magic resistance as "Dalamar's Bracelet," because that dark
wizard lent one to the hero Tarns Half-Elven during the Blue Lady's War. The bracelet confers
resistance to magical attacks.
The wearer of this treasure can call on its power three times each day with merely a thought. At these
times, his player receives a trump bonus to resist an attack from a spell, a magical effect from an
enchanted item, or a creature's special ability. The trump bonus does not apply to blows from magical
weapons or to breath attacks, however.
Unknown to most, these bracelets carry a taint of Evil. If the wearer suffers a mishap while using it, his
nature score goes up 1 point. Should his nature score ever increase beyond 10, he becomes a ghoul, his
mind forever destroyed.
Boots of the South
Boots of the south tend to be crafted of fine leather, rare fur, or some combination of the two. Anyone
wearing them stays warm even in polar conditions. Ice and snow pose no hindrance to the wearer's
overland movement.
Wearing these trinkets allows one to withstand winter cold even if otherwise lightly clad. When properly
garbed in cold weather gear, a wearer can withstand even a polar blizzard.
The wearer of these boots can cross ice or snow as though it were level ground. In addition, he won't slip
or fall on any icy surface if it is fairly level. The wearer does not gain any special ability to climb ice
walls or sharply slanted surfaces, though. When walking across snow, he leaves no tracks.
Brooch of Imog
Elven wizards crafted the exquisite golden Brooches of Imog. The design features a ring of mistletoe
with berries ofwhile gold. Traditionally, the elven nations presented them to wizards who had rendered
a great service to them. None of these items have been crafted since the first Cataclysm, though the elves
certainly had the knowledge and power to make them during modern times.
A sorcerer wearing one of these broochcs can create a shimmering globe that defeats hostile magic
directed at him.
Once a day, the wearer of one of these treasures can create a barrier to block any wand effect or any
spell requiring 15 or fewer spell points to create. The shell-shaped barrier can hold up to five human-
sized beings other than the wearer, but all must remain within melee range of him to be protected. The
spells and items of everyone protected by the barrier remain unaffected. The shell itself glows faintly
and lasts ten minutes, unless the wearer ends it sooner. It has no effect on creatures' innate abilities.
Sorcerers who can cast enchantment spells can bring the shell down with a counterspell that consumes
11 sorcery points, plus additional points for range and invocation time. The wearer's Reason score
opposes the counterspell.
The wearer must have a Reason code of "A" to use a brooch.
Cloak of Protection
The valuable cloaks ofprotection make anyone wearing them more likely to resist attacks, both physical
and magical. Unfortunately, they may not improve the wearer's defenses when worn with other defensive
magical items.
Cloaks of protection may be either trinkets or treasures, depending on the strength of their enchantment.
This magical bonus applies to any defensive action the wearer makes (avoiding attacks, resisting spells,
and the like), but not to his defense rating.
Defensive bonuses from multiple items do not accumulate; instead, the wearer gets the benefits from
only the most powerful item. For example, say Mirielle Abrena of the Knights of Takhisis has chain
mail of renown (+4 bonus). If she also wears a cloak of protection with a +5 enchantment, she gets a +5
bonus to defensive actions, not a +9 bonus. The enchanted chain mail, however, still gives her a defense
rating of-7 (3+4). If Mirielle then dons a ring of protection bearing a +6 enchantment, along with her
chain mail of renown and her cloak of protection, she gains a +6 to defensive actions from the ring and
retains her armor rating of-7. In this case, the cloak gives her no benefit at all.
To determine randomly the strength of the enchantment on a cloak of protection, the player or Nar- rator
draws one card from the Fate Deck and consults the table below:
Crystal Ball
A crystal ball might look simple, but a skilled sorcerer gazing into its depths can view any locale or
Suit Enchantment Category
Shields +6 Treasure
Arrows +5 Treasure
Helms +4 Trinket
Swords +4 Trinket
Moons +3 Trinket
Orbs +3 Trinket
Hearts +2 Trinket
Crowns +2 Trinket
Dragons +1 Trinket
being he knows.
Using this treasure, someone can view any location on the face of Krynn - provided he has been there or
can describe it in detail. He also can view any creature or object personally known to him.
Activating a crystal ball is easy if the subject is well known to the viewer. The less he knows about the
subject, however, the more difficult viewing it becomes.
- Very Familiar (Easy): The viewer can observe a well known person, place, or item for up to thirty
minutes. Very familiar subjects have had almost daily contact with the viewer for a period of several
months. Such subjects might include the viewer's best friend, the inside of his home, or his lucky steel
piece.
- Familiar (Average): The viewer can observe familiar subjects in the crystal ball for up to ten minutes.
Most familiar subjects are those the viewer can remember seeing at least once. A subject might also be
familiar to a viewer if he has a piece from it, such as a chip of stone from a particular cliffside or a lock
of someone's hair.
- Unfamiliar (Challenging): A viewer can watch unfamiliar subjects for only five minutes. An
unfamiliar subject is one that the viewer has never seen, but he has some object associated with it, such
as a drawing of a rock formation or a child's toy.
- Utterly Unfamiliar (Desperate): Completely unfamiliar subjects are those the viewer has never seen,
just heard about. He can observe for only one minute.
Once the viewer sees an object in his crystal ball successfully, it becomes familiar to him. Frequent
viewing via this item can increase his familiarity with the subject.
A viewer can use his crystal ball for a maximum of one hour each day. Subjects who have not given him
specific permission to watch them may use their Perception scores to oppose his activation action. As a
crystal ball does not provide light to a scene, the viewer sees only darkness when viewing a dark area.
Successfully activating this item of magic creates an intangible, almost imperceptible lens near the
subject. A sorcerer looking into his crystal ball sees the subject through this lens just as though he were
staring through a peephole. The lens appears somewhere near the subject, at the viewer's discretion.
Once established, the position of the lens cannot change - it maintains that position relative to the
subject even if the subject moves.
Creatures being observed may attempt an average Perception (Reason) action to detect the lens.
Avoiding this detection is a challenging Reason (Perception) action for the viewer.
Cursed Money
Steel coins of cursed money seem to be normal currency minted early in the lust age. They carry a
powerful curse: If anyone accepts one or more ofthese coins in return for making some kind of promise,
that person dies a slow, rotting death should he break that promise.
The wizard Raistlin used one hundred thousand of these coins to bribe a group of treacherous dwarves
to betray their king and leave the gates of Thorbardin open during the Dwarfgate War. Since then, small
caches of these coins have turned up all over Ansalon.
A person becomes subject to the curse if he accepts even one of these trinkets. The curse has no effect
unless the money is actually part of a promise - stated or implied.
Should the recipient ever go back on his word, his hands turn black and begin to rot. Soon, the rot
spreads throughout the rest of his body. Heroes under this curse lose one card each day; other creatures
lose 1 Endurance point each day. Nothing can halt the rot, so long as the recipient remains untrue to his
word. If he fulfills his promise, the rot ceases and the damage heals normally.
While suffering from the rot, the recipient cannot rid himself of the coin. If he discards it or gives it
away, it always turns up in his possession again. He can, however, neutralize the curse on a single coin
with the assistance of a sorcerer who can cast enchantment spells. The spell to remove the curse
consumes 12 sorcery points before adjustments for range and invocation time. If it succeeds, it renders
the coin nonmagical. All the cursed coins the sufferer has received must be neutralized before the rot
stops.
Flute of Wind Dancing
Enchanted flutes ofwind dancing are fashioned from driftwood. Folktales say sirens from the depths of
the sea give them to mariners who find favor with them. In any case, several have found tlieir way to dry
land. Skilled musicians can use tlie magic of these instruments to make gentle breezes, create strong
winds, and even summon sentient whirlwinds from beyond the circles of tlie world.
By piping the proper tune for at least two minutes, the player of one of these treasures can generate a
normal breeze that blows in whatever direction he wishes. The breeze disperses non-magical clouds and
halves the duration of magical clouds. Blowing continually over an area the size of a large house, this
breeze can put out small flames such as candles or fill a boat's sails.
By playing a livelier tune for at least three minutes, the piper can generate a strong gust that disperses
both magical and nonmagical clouds, causes sailing vessels to move at double speed, and sends light
items tumbling in the wind.
If the user plays for ten minutes, he summons a small air elemental. This tiny whirlwind snuffs out small
fires (anything the size of a campfire or smaller) and picks up loose material (such as dust or fresh snow)
from the ground to create a blinding cloud large enough to engulf ten humans. Vision within the area is
reduced to melee range.
This living whirlwind triples sailing speed when it moves favorably to a vessel. The creature aids the
summoner as explained under "Wand of Summoning."
Air elemental: Monster, Co 9, Ph 12, In 3, Es 8, Dmg +5, Def -4, also dive, aeromancy, immune to air
attacks.
All the flute's effects last as long as the user plays. However, the user can reliably play only one minute
for each point of Endurance he has before resting. To play longer, he must succeed in an average
Endurance action each minute. The user cannot fight, cast spells, use other magical items, or move at
more than a slow walk while playing.
The user must have a Reason or Perception code of "A" to play the flute.
Glasses of Arcanist
The wizard Arcanist created a pair of magical spectacles before the first Cataclysm. These Glasses
ofArcanist have narrow, platinum frames fitted with lenses of rose-colored crystal. The frames fit elves
and kender most easily.
This treasure grants the wearer acute vision within melee range. He can see illusions for what they really
are, detect hidden portals or items, and see invisible creatures. The wearer also can decipher any writing
he sees (within range); although he does not necessarily understand or remember what he reads, he can
repeat it aloud in a language he knows. Wearing these glasses allows one to automatically use protection
scrolls and other magical writings. If the wearer suffers a mishap while using the glasses, he
misinterprets what he sees or he sees an illusory image.
Anyone can use these glasses. While wearing them, the user cannot see clearly beyond melee range, nor
can he make missile attacks or cast spells at targets beyond melee range.
Haversack of Order
The ordinary-looking leather haversacks of order can hold as much equipment as large trunk or barrel -
they are literally larger on the inside than on the outside! When tile user reaches into one of these
backpacks, the item he wants always turns up on top.
Any item a hero puts into his haversack, a trinket, he can recover again automatically. In addition, the
hero might find other needed items stored in the sack by previous owners.
If the Narrator calls for a wealth action to decide whether a hero has a particular piece of equipment
during a quest, this backpack makes any card played automatic trump, provided the desired item is no
larger than a shield. Success puts the desired item right on top, while failure indicates that the sack does
not contain the item.
The owner must wear his haversack for an entire day before it becomes attuned to him. Until then, he
must paw though its contents before finding anything. Thieves trying to pilfer items from the pack have
the same difficulty.
Horn of Kiri-Jolith
Horns of Kiri-Jolith - trumpets made from silver, brass, bronze, or iron - summon bands of armored
knights that attack the horn blower's foes. If the person sounding the horn is not pure of heart, however,
tlic warriors might turn on him.
Anyone with a Reason or Spirit code of "B" or higher can sound one of these horns, considered
treasures. Its blast summons one to ten knights clad in plate armor and carrying great swords. To
determine randomly how many warriors answer the call, the player or Narrator draws one card from the
Fate Deck; its face value indicates how many appear. These warriors of Kiri-Jolith - god of justice and
righteous warfare - have the following game information, depending on how many the horn summons:
One knight: Various races and ages, purposeful demeanors, Co 10, Ph 10, In 9, Es 9, Dmg +12, Def -
12.
Two or three knights: Various races and ages, purposeful demeanors, Co 8, Ph 8, In 7, Es 7, Dmg +11,
Def -11.
Four to six knights: Various races and ages, purposeful demeanors, Co 6, Ph 6, In 5, Es 5, Dmg +10,
Def -10.
Seven or more knights: Various races and ages, purposeful demeanors, Co 5, Ph 5, In 4, Es 4, Dmg +9,
Def -9.
The warriors willingly serve only those with nature scores of 5 or less. A user with a nature of 6 or 7
must succeed in an average Presence (Presence) action or the warriors attack him. The knights
automatically attack a user with a nature score of 8 or higher.
Should the warriors arrive and find no enemy, they depart again immediately. They do not speak to the
horn blower or anyone else. They remain for one hour, until they vanquish their foes, or until slain - in
any case, all their equipment vanishes with them.
The horn can be used only once each week. Should the user suffer a mishap when blowing it, the horn
bursts, becoming a useless chunk of twisted metal.
Medallion of Faith
The small, silver medallions of faith worn by followers of the true gods became widely known after the
War of the Lance, when the cleric Ellistan began preaching about the return of the pantheon.
In the hands of a mystic, such a. medallion can bring success in battle. keep summoned creatures at bay,
and delay the effects of poison. The medallions also allow their wearers to detect Evil creatures in their
midst.
Before the Chaos War, a cleric of sufficient skill could command a medallion to create a nonmagical
duplicate of itself. T1ie clerics used these to welcome new members into the ranks of the faithful. This
power seems to have vanished, however, with the departure of the gods after the Second Cataclysm.
These treasures automatically identify those not pure of heart: If any creature with a nature score of 7 or
higher comes into physical contact with a medallion of faith, the item glows with a pale blue light and
chimes softly.
Anyone with a nature score of 3 or less and a Spirit code of "A" can use a medallion's other powers,
each once a day.
First, the wearer can grant a magical boon to up to fifty creatures, provided they are no more distant than
near missile range. Those affected gain a +1 bonus to all actions for five minutes.
The wearer also can create a barrier that magically created or summoned creatures cannot cross. Such
creatures - including animated objects, elementals, frost-wights, shadow-wights, fire dragons, and
daemon warriors - cannot get closer to the wearer than near missile range. Up to five people can fit into
the circle of protection the medallion creates.
Everyone within the defensive circle remains immune to melee and personal attacks from those outside
it. Opponents can launch magical attacks or use missiles, but those within the barrier receive a +2 action
bonus when defending against them. Protected indi- viduals must leave the circle to launch melee
attacks against those outside it, however. The circle collapses and cannot be raised again for ten minutes
if the medallion's wearer attempts a melee assault against opponents or if he tries to use the circle to
injure them or force them back.
A medallion of faith can delay the effects of poison if the wearer lends it to a poisoning victim. Wearing
the medallion delays the effects of any poison for one day. Someone who has already succumbed to
poisoning can still be saved if someone places the medallion around his neck within five minutes of
death. However, the victim needs a permanent cure before a full day has elapsed or he will die again.
Medallion of Mind Reading
Medallions of mind reading usually appear to be small medals or disk-shaped pendants hung from metal
chains. Anyone who wears one can pick up thoughts from nearby creatures by concentrating.
These trinkets allow their wearers to detect thoughts of those directly in front of him, to a distance of
near missile range. The wearer can turn face different directions while using this power-for instance,
scanning a sixty- degree arc in one minute.
The wearer can detect only what a creature happens to be thinking about at the moment and its general
emotional state: angry, fearful, sad, friendly, and so on. He can comprehend the thoughts regardless of
whether he knows the creature's language. If a creature uses no language, the wearer can read only its
emotions.
Mirror of Belize
No mortal knows the true origins of the Mirror of Belize, an enchanted sheet of silvered glass. It might
be a relic left over from the Age of Might, but many consider it a creation of the modern-day renegade
wizard Belize.
In its original form, the mirror was almost as big as a man - about six feet tall and two feet wide - but
over the years, several chunks have been cut from thc corners.
The mirror itself has two powers: extending the user's vision and serving as an extradimensional gate.
Anyone stepping into the mirror disappears and can instantly reappear at the location of another mirror
the traveler knows about. Or the traveler can simply reside between dimensions for a time, reappearing
again at the mirror's location.
Smaller chunks of the mirror grant this travel power but do not extend vision.
The vision power of this treasure resembles that of the Orb of Dragonkind (see next page), except that it
has no range limit and no spirit to take over the user's mind. This ability, which can operates three times
a day, requires the user to have a Reason code of "A."
The mirror's transportation power allows its user to slip between dimensions and enter a mist-filled
space there. After the normal activation action, the user must will himself to enter the mirror using an
average Reason action. Once inside, he can either step back out through the mirror or appear at the
location of any other mirror on Krynn. The destination mirror must be fixed in place and the traveler
must have seen it himself. While in the mirror dimension, he still needs to eat and sleep. No food or
water exists there, but the traveler can breathe. If someone speaks directly at the mirror, he can hear the
words on the other side.
Should the Reason action fail, the traveler becomes lost in the mirror world. To randomly determine
how long it takes him to find his way back, the player or Narrator draws one card from the Fate Deck;
the face value is the number of days the traveler remains lost. In addition, drawing a Dragons card
means the traveler encounters a hostile creature of the Narrator's choice. One who suffers a mishap
while crossing into the mirror dimension remains forever lost in that world.
It is possible to store items in the mirror dimension. However, each time the mirror's user tries to
retrieve an item, his player (or the Narrator) must make a random draw. A Dragons card means the
stored items are lost, carried off by some creature trapped in that other world.
The mirror itself has been recovered from Belize's mansion in Palanthas and is currently stored in the
Tower of Wayreth. However, at least three pieces have been broken off. One of these was presumed
destroyed when its owner, the Red-Robed Wizard Guerrand DiThon, attacked renegade mage Lyim
Rhistadt before the Second Cataclysm.
Each of these three pieces is about the size of a man's palm, but they cannot be further divided. If
anyone tries to break one of these trinkets into smaller pieces, it shatters into useless slivers.
Theoretically, one could break off additional pieces from the main mirror using sufficiently strong
sorcery.
Nightjewel
The jet-black nightjewels seem as cold and unlovely as lumps of coal. They allowed courageous
individuals to defy the terrors ofthe Shoikan Grove that once surrounded the Tower of High Sorcery in
Palanthas. With the destruction of the. Tower, these jewels would seem to have little use, but stalwart
souls can still use them to defeat undead monsters.
Each of these trinkets hangs on a silver chain and can be worn around the neck. In the presence
ofundead (see the "Undead" chart in Chapter Six of the Book of the Fifth Age), the jewel glows with a
pale blue light that only undead creatures can see. If the wearer holds up the jewel so this light shines on
his face, he can command the undead to flee with an average Spirit (Perception) action. Success means
the undead flee and do not return for at least a day. If the action score is at least 10 points higher than the
minimum score needed for success, the undead disintegrate - blasted out of existence. Should the action
fail, the jewel cannot be used again for one day.
One jewel can compel up to ten undead at once, but they all must be no more than near missile range
from the wearer. The wearer must have a Spirit code of "A" to use the jewel.
Orb of Dragonkind
An alliance of wizards created fire fragile crystalline devices called Orbs of Dragonkind - which some
scholars call Dragon Orbs - during the Third Dragon War. The wizards modeled the orbs on the five
stones the gods used to imprison the original five dragons of darkness during the First Dragon War.
Each orb held the spirit of a powerful Evil wyrm. When properly commanded, an orb could call other
Evil dragons to it, like moths to a flame. When improperly commanded, the user became the slave of the
malignant spirit inhabiting the orb.
Legend has it that the orbs slew the dragons they called. In fact, the orbs simply lured the dragons to
them, leaving tile wizards to destroy them with magic.
At least three orbs remained on Ansalon during the last age. Of these, two were destroyed - one on
Sancrist Isle and the other in the heart of the High Clerist's Tower. The wizard Raistlin Majere
recovered the third orb from Silvanesti, where Lorac, the elven king, had succumbed to its power. It
seems likely that Raistlin eventually brought the orb to the Tower of High Sorcery in Palanthas. It was
presumed lost after the Tower's destruction in 1sc.
To use one of these artifacts, a person must touch it with his bare hand and utter a command word. A
successful challenging Presence action activates the orb and puts the user in contact with the spirit
within it. He can now use the orb to lure dragons or command its other powers.
An Orb of Dragonkind is normally about two feet across and very difficult to carry. Once a user has
contacted the spirit within it, however, he can command the orb to shrink to any convenient size - even
as small as a marble.
Should an individual suffer a mishap in any attempt to activate the orb or use its powers, the dragon
spirit within takes control of the user. The user's nature score immediately rises to 10, and he becomes a
villain under the Narrator's control. The control can be broken only if someone else successfully
commands the orb - something the original user will try to prevent.
Luring Dragons
This power calls every dragon within one day's flying distance of the orb - not just Evil ones.
The user must attempt an average Spirit (Presence) action to lure each dragon in range. Unless this
number is clear, the Narrator draws three cards from the Fate Deck to determine ran- domly how many
of them the orb contacts: one for each Dragons card drawn. The dragon's age category (from the chart in
Chapter Six of the Book of the Fifth Age) equals the card's face value. The Narrator should choose the
dragon's color based on the local terrain.
A summoned dragon turns its attention to attacking the orb, ignoring any danger to itself until the orb is
destroyed.
Other Powers
Once the user contacts the spirit in the orb, he can use the orb's minor powers. For instance, the
Silvanesti orb could extend the user's vision, grant invisibility, divine the past, grant the ability to
breathe water, create air-filled spheres underwater, heal wounds, and transport the user to any location
he knew. Each power functions once a day and requires a command word - which the dragon spirit
gladly supplies - and an average Reason action resolved with a random draw.
Vision. With the orb, an individual can view any place within sixty miles of his location, provided he
can describe it. For example, he can view a crossroads he has seen once before or look at a spot twelve
miles due east of his present location. However, he cannot look over Palin Majere's shoulder unless he
has some idea where Palin is. The user can view the area for up to one hour. The power does not provide
light, however, so if the target area is dark, the user sees only darkness.
Invisibility. The Dragon Orb's invisibility power renders the user and up to ten other creatures invisible.
This effect lasts one day or until any of the subjects attacks another creature.
Divination. The divination power gives information about legendary people, places, and things. The
subjects must be noteworthy in some way. If the activation action succeeds, the Narrator should feel free
to present the information revealed in cryptic form (a riddle, anagram, rhyme, or the like).
This power does not work quickly. When the subject is at hand, a divination takes ten minutes. If the
subject is elsewhere but the user has firsthand knowledge of it, the power takes ten days. Should the user
have only vague information regarding the subject, the power takes three months to use. While using
this ability, the user cannot cast spells, use other magical items, conduct combat, travel, or take any other
action except normal eating and sleeping.
Water Powers. The orb allows the user or any creature he touches to breathe underwater for twelve
hours.
The power to create air-filled spheres underwater generates a bubble large enough to hold twenty-five
humans. It remains centered on the user and moves with him for six hours.
Healing. A Dragon Orb's healing power removes all wounds from the user or anyone he touches.
Summoning. The transport power sends the user and one companion to any location on the face of
Krynn, provided the user has seen it or can accurately describe the locale, as explained under the orb's
vision power.
Singing Statue
The goddess Mishakal created the hollow singing statues of purest gold. Each stands about half a foot
tall and depicts a physician or torch bearer. Pouring clean water into a hole at the statue's top causes it
to sing for up to an hour. The power of the song heals. wounds, forces open portals that are locked or
stuck, and keeps undead creatures at buy.
Before one of these treasures can function, it must be completely filled with about a cup of liquid. Any
drinkable fluid will do: water, wine, milk, ale, and so on.
Once filled, the statue sings for one hour, though prematurely spilling the liquid from the statue ends the
song. While the statue sings, no undead creature can approach any closer to it than near missile range.
At the user's command, up to ten wounded creatures no more distant than near missile range receive
magical healing when the statue's song begins. Wounded heroes regain one lost card, while wounded
creatures and characters each regain 1 lost Endurance point.
A second command opens one portal or closure no farther away than near missile range. The song
affects doors, locks, lids, shackles, bars, gates, and the like, even if they have been magically locked.
Each song opens a single closure.
A singing statue's powers each can be used once a day. While the statues do not contain charges, any
one of them can be used only a limited number of times before it cracks and become useless. To
randomly determine how many uses a statue can survive, a player or the Narrator draws eight cards from
the Fate Deck, then follows the procedure as described in the introduction to "Rings." Powerless statues
cannot be rejuvenated.
One must have a Sprit code of at least "C" to employ the statue's powers.
Trueheart's Warding Armband
The gods created the unique Warding Armband of Trueheart during the Age of Dreams. This heavy
band of bronze is etched with a hawk that bears arrows in its talons andfour roses upon its breast. I
could find no verifiable tale to explain how the armband got its name.
The armband protects its wearer from blows and helps heal wounds.
This treasure improves the wearer's defense rating by 3 points and provides a +6 defensive action bonus.
These enchantments can be added to those of other items. Any physical attack that strikes the armband's
wearer inflicts only 1 damage point plus the attacker's weapon or damage rating.
Once a day, the armband can heal all wounds the wearer has suffered, but it cannot bring him back to
life.
Though the armband is extremely powerful, divination magic directed at it reveals only a weak
enchantment.
Caramon Majere currently owns the item, but he knows nothing of its true power.
Ventyr
The magical gauntlet known as Ventyr was reputedly made by the dwarves of Thorbardin during the
Time of Light, though how dwarves with no magical skills could create such an artifact is a matter of
debate. The gauntlet comprises ivory, silver, and jade plates, all carved with intricate magical symbols.
The numerous plates create a fully articulated gauntlet, so anyone wearing it can move his hand as
freely as if he were wearing a supple leather glove.
The gauntlet has the power to drain magical energy, rendering any spell of High Sorcery or item
enchanted through the old Orders of Magic ineffective. During the last age, the renegade wizard Lyim
Rhistadt attempted to use it to destroy all High Sorcery. After his defeat, the gauntlet was returned to the
dwarves. Now that there is virtually no High Sorcery left in the world, however, it seems likely that the
gauntlet has lost most of its power as well.
Ventyr is still a very potent artifact, though the withdrawal of the gods has reduced its power. Six times
a day, it can analyze magical auras just like a wand of magic divination can.
The gauntlet also has the power to negate magical effects generated by items of magic enchanted before
the Chaos War. Any such effect targeted on the wearer is negated if he succeeds in an average Reason
action to activate Ventyr. This power does not work against effects targeted on the area containing the
wearer or on other creatures or objects. An enchanted sword's magical bonus, for example, affects the
sword, not the wearer, so the gauntlet cannot drain it.
Ventyr also can create a sphere of antimagic similar to the effect created by a scroll of protection from
magic, except that it nullifies only enchanted items and the effects they generate. Spells and innate
creature abilities still function within the sphere, which lasts ten minutes and can be created once a day.
The wearer must have a Reason code of at least "C" to use the gauntlet.
Webnet
Dimernesti sea wizards spun beautiful hair ornaments called webnets in the years before the Second
Cataclysm. The magical arts used to make them proved ineffective after the departure of the gods in the
wake of the Chaos War, though the Dimernesti now seek new approaches to magic, just as land-bound
sorcerers do.
Though highly prized as a personal decorative ornament, a webnets true power is loosed with the
proper words and gestures. One command renders creatures susceptible to hypnotic suggestion, while
another expands the webnet into a sturdy net large enough to trap five human-sized individuals.
This treasure can be used six times a day by someone with a Reason or Spirit code of at least "C."
Hypnotic Power
The net's hypnotic power is released when the user twirls the net before a creature's eyes and speaks a
command word. The subject of the hypnosis can be no farther away than near missile range. The user
can compel affected subjects to take some action, which he must describe briefly - no more than a
sentence or two - in a language the subject understands. The action must sound reasonable - he cannot
compel anyone to fall on his sword, for instance.
The hypnotic effect lasts until the subject has completed the task, but never more than a day. The action
does not have to be immediate; the user might compel the subject to act only in response to some
specified condition (within the effect's maximum duration of one day and explained with brief
instructions). This power also can be used against groups of creatures, pro- vided that they are all within
range, that they can see the webnet, and that the total of all their Presence scores does not exceed 60.
The user must issue the same command to the entire group.
Net Power
The webnet's second power converts it from a tiny hairnet to a large net almost ten feet across. One can
hurl it at opponents or suspend it overhead to fall and entangle those passing below.
The net can trap up to five human-sized creatures at once. After activating the net to expand it, the user
makes an average Dexterity (Agility) action against each individual he wishes to trap. Those affected
become enmeshed in the net, unable to escape unless the user releases them or they cut their way out.
Cutting the net requires a challenging Strength (Reason) action, opposed by the user's Reason score.
Preventing an attempt to cut the net requires an easy Reason (Strength) action from its user. Cutting the
net frees those trapped within it.
The wielder can return only an empty net to normal size with a command - this does not count as a use.
The net repairs itself at this time.
Adventuring in Magic
By Skip Williams
Credits
With Contributions From: Penny Williams
Editor: Sue Weinlein Cook
Table of Contents

Chapter One: Characters
Grevasse
Jaclyn Cashel
Palin Majere
Master of the Tower
The Shadow Sorcerer
Clang
Trenna
Chapter Two: The Dungeon
Characteristics
Nature of the Dreamscape
Chart: The Dreamscape
Dreamscape Sites
Chapter Three: Tests of High Sorcery
Tests in Past Ages
Tests in the Fifth Age
Requirements
Charasteristics
Nature of the Test
Chart: A Test of High Sorcery
Constructing a Test
Sample Test Areas
After the Test
Chapter Four: Quest for the Tower
Introduction
Unwelcome Visitors
Act One: A Busy Neighborhood
Scene One: Questions Answered
Scene Two: Interrogated
Scene Three: Deputized
Scene Four: Barr's Inspiration
Scene Five: The Rescue
Scene Six: Green Death
Scene Seven: Hail the Heroes
Act Two: Get the Gauntlet!
Scene One: Trenna's Offer
Scene Two: Gotcha!
Scene Three: To Catch a Thief
Scene Four: The Culprits?
Scene Five: The Morning After
Scene Six: Dwarf Attack
Scene Seven: Wipe Your Feet
Act Three: Inside the Forest
Scene One: The Mighty Clang
Sidebar: Clang's Tests
Scene Two: The Test of Kindness
Scene Three: The Test of Wisdom
Scene Four: The Test of Loyalty
Scene Five: Clang Evaluates
Scene Six: Gully Dwarves
Chart: Tunnels of Mann
Scene Seven: The Tower at Last
Scene Eight: The Master
Epilogue
Scene One: Banshee
Afterword
Proofreader: Cerrie A. Bebris
Creative Director: Harold Johnson
Typographer: Angelika Lokotz
Graphic Designers: Shan Ren and Dawn Murin
Interior Illustrators: Jason Burrows and James A. Crabtree
Cartohraphers: Diesel and Rob Lazzaretti
Art Director: S. Daniele
Special Thanks To: Harold Johnson, Steve Miller and Sue Weinlein Cook, and to Margaret Weis,
Tracy Hickman, and Mary Kirchoff, whose novels provided this book with descriptive quotes to begin
each chapter.
The Fifth Age authors gratefully acknowledge the original pioneers of Krynn: Larry Elmore, Jeff
Grubb, Harold Johnson, Douglas Niles, Carl Smith, Michael Williams - and, of course, Margaret Weis
and Tracy Hickman.
Author's Foreword:
Wayreth's Tower of High Sorcery is more than just an unusual site. It's also a living community of
sorcerers and the focal point of many intrigues. Adventures in Magic presents some of the many
characters heroes might meet in and around the Tower of Wayreth, as well as opportunities for daring
escapades and magical mysteries that may - or may not - be what they seem. Chapter One gives readers
a close-up look at several important Tower inhabitants, Last Conclave members, and frequent visitors to
Wayreth. In Chapter Two, you learn what happens to offenders who wind up in the Tower's dungeon:
For the hard-headed, it's a confinement that might last a lifetime. Chapter Three reveals the terrors and
rewards awaiting those brave enough to face that ultimate gauge of magical acumen - the legendary Test
of High Sorcery. Both the Dungeon and Test adventures consist of a series of free-form, customizable
scenes you can modify to suit a particular hero.
The full-length adventure in Chapter Four, "Quest for the Tower," examines what happens when a group
of stalwart heroes inadvertently becomes involved in the intrigue surrounding Wayreth.
- Act One pits them against a group of Dark Knights who have mysteriously lost their way in the forest.
This act also introduces them to a woman named Trenna: a sorceress with a secret.
- In Act Two, the heroes encounter members of a dwarven posse searching for a thief who just happens
to fit Trenna's description. Whether these travelers from Thoradin become friends or foes to the heroes,
the end sees them all enter Wayreth Forest - always an interesting venture.
- Throughout Act Three, the heroes are faced with challenge after challenge from Wayreth's copper
dragon guardian. Proving themselves worthy to find the Tower requires the utmost kindness, wisdom,
and loyalty. But Wayreth's resident gully dwarves provide perhaps the greatest challenge of all!
- The Epilogue contains a bonus combat scene to insert in this adventure, plus an Afterword with hints
for further storylines based on this one's outcome.
The perils in this scenario are typical of the challenges facing most first-time visitors to the remarkable
last Tower, so you can use the scenes as the basis for other visits to this enchanted locale.
DRAGONLANCE novels and stories by Margaret Weis, Tracy Hickman, Mary Kirchoff, and Terry
Phillips provided important background about Wayreth and the other Towers of High Sorcery for this
book and can serve as further resources for you to create your own adventures in sorcery.
Now, you're off to see the Tower - enjoy the trip!
Characters
I would be honored to meet your sons," Justarius said coolly. "Palin in particular. I understand that the
young man is desirous of becoming a mage someday."
- Justarius, Head of the Conclave,
"The Legacy"
Today, the Tower at Wayreth provides a home to some three score sorcerers and scholars, and still more
people visit every year. This chapter details the key characters associated with the Tower.
The Tower's less flamboyant residen include about forty aging former wizards who have retreated to
Wayreth mostly to hide from the realities of the Age of Mortals. They yearn for the great days of High
Sorcery, finding the limitations of the new art of sorcery frustrating. Jaclyn Cashell, the Tower's chief
librarian, typifies those with this backward-looking attitude.
A substantial minority of residents - about twenty - consider the Tower an excellent place to advance
new methods of sorcery. They actively experiment, trying to discover, for example, why transmutation
spells don't work very well on wood. The Master of the Tower and Grevasse, head door warden,
represent those most concerned with the future of magic.
The Tower also houses about a dozen domestic servants who handle heavy work for the sorcerers, as
well as most of the cooking and cleaning - though all residents must pitch in.
Grevasse
Thin, wrinkly-faced Grevasse is a white-haired old wizard who walks with a stoop and often squints -
his eyesight isn't what it used to be.
Despite his obvious age and apparent infirmity, Grevasse displays considerable energy, especially when
lecturing some youngster about the proper way to assemble a sorcerous spell, talking about the good old
days of the last age, or harassing first-time visitors to the Tower.
As chief door warden, Grevasse makes it his business to ensure that visitors realize the Tower of High
Sorcery is no mere building, but a millennia-old monument to magical power. The crotchety wizard
frequently has to remind visitors that the Tower is a mage's refuge, not a shop where one comes to hire
sorcerers or purchase spells. Still, there's a hint of humor behind his gibes, and his twinkling eyes often
betray the merriment that underlies his bluster.
Grevasse usually carries a staff, but sometimes takes up a broom if he thinks the Tower needs cleaning.
He also keeps a few old rags with him to pick up dust and polish the odd piece of bric-a-brac. Many
residents joke about the gruff old man's tender care for his longtime home.
Unlike most permanent residents of the Tower, Grevasse sees the modern age as an era filled with
possibilities. Naturally, he shared his colleagues' dismay when the old magic disappeared after the
Chaos War. Rather than sit and brood, however, he soon journeyed to the Citadel of Light to study
mysticism with Goldmoon. Though this matter-of-fact fellow didn't find the First Master's spiritual
beliefs catching, he did master various mystical spells. He spares little sympathy for sorcerers today who
whine that their magic no longer affects the living.
Upon the foundation of the Academy of Sorcery, Grevasse quickly traveled to Solace to study with Palin
Majere. He returned to his post at the Tower once more, not to hide from the world - as many other
residents have done - but to help direct its resources toward building a future and away from preserving
a past that is fast evaporating.
Those who get to know Grevasse find him a jolly soul with a sharp wit and a maddening knack for
turning puns. He often pokes fun at colleagues who wallow in tales of the "good old days" of High
Sorcery by cracking jokes about some of those old spells. His favorite is the ESP spell, whose casting
required a copper coin. "A copper for your thoughts," he says with a smirk.
Nevertheless, Grevasse remains a creature of habit. A member of the Order of the White Robes for
many years, he still wears only white garments, even if they tend to get grimy when he goes on one of
his cleaning binges. His white robes, white hair, and white beard make Grevasse look more like a pole
draped with old sheets than the powerful sorcerer he is.
Grevasse: Human elder male, eccentric demeanor, Master, Ag 5c, Dx 4D, St 5D, En 6D, Re 7A (49), Pe
8c, Sp 7B (49), Pr 6B, Dmg +2 (quarterstaff), Def 0 (no armor), also sorcery (divination, aeromancy,
summoning) and mysticism (mentalism).
Jaclyn Cashel
Head librarian Jaclyn Cashell serves as the Tower's unofficial expert on the history and lore of magic.
After serving as an apprentice to the great Justarius, a former head of the Conclave of Wizards, Jaclyn
settled in Palanthas to undertake a lifelong study of magic. When the Knights ofTakhisis occupied the
city during the Summer of Chaos in 383AC, Jaclyn lay low. She ignored the Dark Knights' orders
restricting wizards to the Tower of High Sorcery and continued her life much as she always had. She
believes her unassuming ways allowed her to escape the Knights' notice. Jaclyn finally left the city in
1sc, when Palanthas's Tower of High Sorcery was destroyed.
The aging sorceress has a solid frame, squat but not obese. She has a large face with baggy cheeks -
often her eyes look puffy, thanks to long hours spent poring over old scrolls and tomes. In her youth,
Jaclyn's hair was intensely black, though today her locks have turned mostly gray. She wears her hair
pulled into a loose knot that usually begins falling apart by late afternoon.
Clearly, Jaclyn generally has other things on her mind than her appearance. Her threadbare red robe is
patched at the elbows, and the sleeves show stains where candle wax has dripped during her late-night
studies.
Conversation with Jaclyn often proves bewildering. She has a brilliant mind but forceful and unpolished
manners. She can speak with confidence and authority on almost any topic, but tends to understand
theories better than practical applications. Magic and all its attendant details is her favorite subject, and
she can expound at length about magical theories and accomplishments from any point Ansalon's
history.
Unfortunately, her vast store of knowledge often gets in her way - she seems unable to finish a thought
without wandering off to explore several other ideas, no matter how obscurely related they might be to
the subject at hand. Sometimes several ideas strike her at once, reducing her speech to a series of
unintelligible monosyllables until she gets herself straightened out. Other times she forgets the topic of
conversation entirely, but she's never shy about asking what it was, then picking up where she left off.
Nobody can speak briefly with Jaclyn - she never wants to end a conversation until she's said everything
that comes to mind.
Despite her proclivity for lengthy diatribes, Jaclyn spends most of her time reading and studying. This
librarian becomes so engrossed in her work that she often forgets to eat or sleep. When fatigue finally
overcomes her, she usually just nods off where she sits, no matter what she may be doing at the time.
Since the Chaos War, Jaclyn has occupied herself with studying items of magic, seeking a way to bring
High Sorcery back to Krynn. She has learned to cast sorcerous spells, but considers them a poor
substitute for "real" magic. She thinks dissolving the Conclave of Wizards was a bad idea and still
considers herself a member of the Order of Red Robes.
Her correspondence with Nathal of Palanthas, a historian specializing in the events of the modern age,
keeps Jaclyn remarkably well informed about current events.
Jaclyn has a laboratory and sleeping quarters in the south tower and often frequents the library. She
never misses conferences in the Hall of Mages. Heroes who come to the Tower seeking information
usually get referred to her. She happily answers questions - at length - and often asks travelers to carry
letters to Palanthas for her.
Jaclyn Cashell: Human elder female, resolute demeanor, Master, Ag 4D, Dx 5D, St 5D, En 60, Re SA
(64), Pe 7B, Sp 6C, Pr 7X, Dmg +2 (quarterstaff), Def 0 (no armor), also sorcery (divination,
enchantment, transmutation).
Palin Majere
Ansalon's most famous sorcerer looks nondescript at first glance. He stands about six feet tall - a
respectable height - but he has a slender, fine- boned frame. In a younger man, Palin's build might
suggest a resilient sapling, but at nearly fifty-five years of age, Palin looks more like a stalk of ripe grain
not quite yet gone to seed.
Although his shoulder-length auburn hair shows a few streaks of gray, Palin remains a vigorous man
with a serious face and clear, penetrating eyes. His hands, though delicate, are still deft and rock steady.
In retrospect, this great mage more closely resembles a well-seasoned staff than a trembling stalk of
grain.
Late in the last age, Palin took his Test of High Sorcery in the Tower of Wayreth, becoming the
youngest person to do so since his uncle Raistlin's Test thirty-six years earlier. Upon receiving the White
Robes, Palin embarked on a series of adventures with his two brothers, but often feared his magic would
fail him - especially after their deaths during the Summer of Chaos. However, young Palin showed his
true mettle when he cast a spell of the great war-wizard Magius during the Battle of the Rift. One of
only two survivors of this battle, Palin Majere has become a major figure in the Fifth Age.
Though Krynn's wizards were stripped of their magical powers when the gods withdrew from the world
after the Chaos War, the Conclave of Wizards attempted to continue its work. While Palin and other
mages sought new ways to practice magic, other wizards bent their efforts toward preserving old
magical lore or collecting enchanted items. Neither of these two endeavors bore much fruit, instead
resulting in pointless debates over defunct magical rites and petty squabbles over the ownership and
proper use of magical items.
Palin became the leader of the White Robes in 7sc. In 24sc, the Conclave recognized his efforts to return
wizardly magic to Ansalon and elected him Master of the Conclave. The post was mostly symbolic by
then, however; the Conclave's numbers plummeted each year, and Palin's leadership did little more than
keep the frustrated wizards from each others' throats.
Four years later, Palin took part in the Last Conclave and helped unveil arcane secrets that allowed
sorcerers to tap into Krynn's primordial magical energies. At that time, Palin and his colleagues formally
dissolved the Conclave of Wizards, which clearly had outlived its usefulness. With his newfound
knowledge, the former White Robe founded the Academy of Sorcery near Solace to teach this newest
magical art to anyone with the wit and will to learn it.
Palin spends the bulk of his time in Solace, teaching and studying at the Academy. He visits the Tower
of High Sorcery several times a year. He never schedules a visit, but simply travels to the Tower when
he wishes to consult with the Master about some magical theory or get an update on the situation in
Qualinesti. He always travels to the Tower magically, as he has no desire to become entangled with
Beryl or her cohorts.
The Master has offered Palin the use of the laboratory once occupied by the great wizard Par-Salian,
head of the Order of White Robes when Raistlin took his Test. Palin uses the chamber only occasionally,
when he has a project that requires privacy or one that might prove dangerous to bystanders.
When visiting the Tower, Palin usually confines himself to his laboratory, the Hall of Mages, or the
Master's study.
Palin Majere: Human adult male, impulsive demeanor, Legend, 1 , Ag 8C, Dx 8C, St 7D, En 7D, Re
10A (100), Pe 9A, Sp 9C, Pr 9C, Dmg +2 (quarterstaff), Def 0 (no armor), also sorcery (pyromancy,
summoning, and divination).
Master of the Tower
In his normal form, the Master appears a strapping fellow more than six feet tall. His long legs don't
quite seem to match his fairly short trunk, and his hips seem slightly larger than his shoulders. He has a
bullet head with a solemn, unreadable face. His night-black skin gleams, and his bluish black hair -
though thin at the crown - grows thick over the temples, forming compact masses of tight curls that look
vaguely lopsided. The Master has hollow, unblinking eyes with ebony irises that make his pupils look
perpetually dilated. He wears a floor-length black robe sewn all over with dark appliques in the shape of
arcane runes. Few have ever noted his similarity in build and appearance to the Tower itself.
The Master made his first appearance the year after the second Cataclysm. He seldom leaves the Tower
of Wayreth and, before the Last Conclave met in 28sc, very few Ansalonians even knew of his
existence. Now that he has achieved some measure of notoriety, many believe him to the archmage
Raistlin Majere returned from his imprisonment in the Abyss. Even those who have met the Master face-
to-face mistakenly take him for just another sorcerer.
The Master is not Raistlin - he's not really even human. Instead, the Master is the physical manifestation
of the sentient Tower of Wayreth, as discussed in Secrets of the Tower, Chapter Three.
The secretive Master has confided only in Palin Majere, the copper dragon Clang (see page 10), and
several high-ranking members of the now defunct Conclave of Wizards, explaining his true nature to
them. Several other visitors to the tower undoubtedly have surmised the truth.
For the first few years of his existence, the Master remained uninterested in the world beyond the
protective forest surrounding the Tower. He did what he could to help Ansalon's wizards find new
sources of magic, but spent most of his time preventing desperate wizards from looting Wayreth's
stockpile of enchanted items. The Master himself had full command of the art of sorcery from the instant
of his creation, but wisely kept the full extent of his powers concealed until he understood them better.
The start of the Dragon Purge concerned the Master greatly. He had no doubt that the Tower of Wayreth
would survive the scourge, of course, but he began to doubt anyone would remain to visit it if the
dragons overran the land. After long reflection, the Master concluded that although the Tower existed to
serve magic, magic ultimately existed to serve the peoples of Krynn. So, in an effort to safeguard the
mortal races, he stepped up his research into the nature of sorcery and began exploring ways to extend
his influence beyond the forest of Wayreth.
The Master can be a powerful ally. Not only does he wield considerable sorcerous power, he also can
assume the guise of any wizard from the Third or Fourth ages of Krynn. Once he has assumed a wizard's
form, he knows everything that person knew. (Secrets of the Tower, Chapter Three, explains this
power.)
The Master can freely and instantly move to any point within the Tower of Wayreth or the protective
forest beyond, so visitors could encounter him anywhere.
The Master of the Tower: Human adult male, thoughtful demeanor, Legend, Ag 5C, Dx 5C, St 10C, En
10C, Re 10A (100), Pe 9B, Sp 10C, Pr 9A, Dmg +2 (quarterstaff), Def 0 (no armor), also sorcery (not
subject to normal limits; see Secrets of the Tower, Chapter Three).
The Shadow Sorcerer
The mysterious Shadow Sorcerer appears to be a stooped human or elf about five and a half feet tall, or
perhaps slightly taller. Though most people refer to him as masculine, his gender remains as much a
mystery as his race - and almost everything else about him, for that matter.
The figure's real name is unknown; "Shadow Sorcerer" is a nickname derived from his odd appearance.
Insubstantial as a shadow, he has an impossibly gaunt body, thin limbs, and a light step. The sorcerer
wears several layers of wispy, mottled gray robes. The ensemble includes a voluminous hood and long
hems that stream behind him like smoke on the wind even when he stands still. When he sits, his robes
seem to settle and spread out like a pool of spilled ink. Satiny black boots and gloves sheathe the figure's
clawlike hands and feet.
No one has ever seen the Shadow Sorcerer's face - most of the time the big hood seems to swallow his
visage without a trace. A deliberate peek reveals only a mask of blue-black metal and two silvery eyes
peering out from narrow slits. The mask has no other openings.
The Shadow Sorcerer speaks in a silky voice which seems neither low nor high, neither quiet nor loud.
In fact, the most remarkable thing about this speech is its lack of distinctive qualities. Nevertheless, the
Shadow Sorcerer is known for being quite a speaker. His voice seems understandable in almost any
conditions and over any type of background noise. When he addresses a crowd, all listeners hear the
voice clearly, in their own languages and at the same volume and pitch. It seems likely that the sorcerer
speaks with the aid of some sort of spell.
The Shadow Sorcerer became infamous in 20sc, when he calmly walked out of the Desolation and
demonstrated a command of magic that had not been seen since the twilight of the Fourth Age. He
wandered Ansalon for years, sharing his secrets with no one and predicting the defeat of humanity at the
claws of the Great Dragons. The predictions didn't win him any friends, but his magic commanded
respect.
When the Last Conclave convened in 28sc, this secretive arcane master apparently had a change of
heart, for he appeared at Wayreth to help Palin Majere and the Master of the Tower unlock the secrets of
sorcery.
Speculations about the Shadow Sorcerer's true identity abound. Armchair wizards throughout Ansalon
identify him as the gold dragon Pyrithellion - or Pyrite - companion to the wizard Fizban (the god
Paladine in mortal guise). However, historians familiar with the War of the Lance scoff at the idea that
the senile Pyrite could be the glib and insightful Shadow Sorcerer.
Those who dismiss the Pyrite theory often suggest that the Shadow Sorcerer is none other than the dark
elf Dalamar in disguise. Dalamar, once the head of the Conclave of Wizards, disappeared after the
Chaos War. His fate remains uncertain.
The Shadow Sorcerer visits the Tower of High Sorcery often but not regularly. The Hall of Mages and
the west courtyard are his favorite haunts there.
The Shadow Sorcerer: True race, age and gender unrevealed, enigmatic demeanor, Legend, 5 , Ag 9C,
Dx 9B, En 9B, St 9D, Re 10A (100), Pe 9A, Sp 9B (81), Pr 9A, Dmg +2 (quarterstaff), Def -2 (source
unrevealed), also sorcery (geomancy, divination, and spectramancy) and mysticism (mentalism).
Clang
The copper dragon Shatraklangg - Clang for short - possesses a sleek, powerful body. She has a sinuous
neck and long, whiplike tail that flicks back and forth like a hunting cat's. Jutting from her triangular
head are two gazellelike horns. Her expressive golden eyes reveal a shrewd intelligence, and her
powerful, fleshy wings are tipped with claws, like a bat's.
Coppery scales about the size of coins cover her reptilian hide. Due to her age (more than eight hundred
years), the scales have developed a bluish-green tarnish along the edges. This verdigris allows Clang to
hide easily among the trees ofWayreth Forest.
A veteran of the War of the Lance. Clang and several younger siblings claimed lairs in the mountains
south-east of Qualinesti shortly after the final victory of the Whitestone forces. Never particularly
ferocious, Clang spent many happy days hunting giant scorpions and centipedes (her favorite foods),
and occasionally bedeviling passersby with practical jokes and riddle contests. She also began raising a
clutch of rambunctious dragonlings. Clang was one of many dragons whose eggs had been destroyed in
Sanction during the last age, and she became a doting mother to her young.
The Dragon Purge nearly destroyed Clang - she survived through sheer craftiness. Clang refused to meet
the enemy in open battle, instead tricking her chromatic foes into her deathtraps. Although she made
sure to appear meek and helpless - and almost mad in her penchant for riddles - she was in reality a very
clever and deadly foe. But for all her guile, she could protect neither her children nor her siblings from
the fury of the Dragon Purge. All of them perished, to her utter despair.
Their deaths have left her seething and looking for revenge. While unwilling to sacrifice herself in this
aim, Clang does all she can to covertly interfere with the Great Dragons' plans. Often, that means aiding
those who seek the Tower at Wayreth in their own battles against the dragon overlords.
Clang's greatest foe is Beryllinthranox, the lord of the green wyrms. Of course, the old copper knows
she could never defeat Beryl in open battle, so she prefers to play the fool - all the while attempting to
lead the Green Dragon into making a fatal decision that would spell the tyrant's demise.
This copper riddler could never resist a mystery and she hates being out-tricked. So over the years she
has tried many times to discover the exact location of the Tower of High Sorcery within Wayreth Forest.
Ever since she was a young dragon, she had heard of the Tower, of course - what a fabulous challenge it
would be to thwart its legendary defenses!
After observing Clang's antics, the Master of the Tower offered the dragon an alliance. At first she
refused, but when the Master beat her in a contest of wits, she realized she would never solve the
mystery of the Tower. Now she assists the Master whenever he asks for her aid. She still delights in
audacious stunts that provoke Beryl, but whenever the Green appears, she flies for cover near the Tower,
where the Great Dragon cannot follow.
Shatraklangg (Clang): A female copper wyrm, cantankerous demeanor, 3 , Co 13, Ph 66, In 17 (289),
Es 17 (289), Dmg +40, Def -30, also mysticism (animism, mentalism, and sensitivity) and sorcery
(geomancy).
Trenna
Trenna appears to be a human sorceress who has led a hard life. She has long auburn-gray hair and a
comely but careworn face with a delicate chin, pert nose, and shapely lips. Her emerald eyes seem
luminous and sensual, though framed with crow's feet. Freckles and even age spots mar her fair skin.
The lady speaks with a rich, breathy voice that could stop a young man's heart. Though amicable,
Trenna seems nervous. She walks with a careful, padding step, as though she's afraid to make any noise.
When on the move, she casts frequent glances back the way she has come. Even at rest, she scans her
surroundings continually.
Trenna wears a dress that hangs a little loosely on her and a dark shawl. She carries a plain wooden staff
and wears doeskin boots.
This interesting figure is actually the human form ofVentyr, a magical artifact of dwarven manufacture.
Her true form is an exquisitely made gauntlet with the power to negate the magic of High Sorcery (see
Secrets of the Tower, Chapter Four). During the Fourth Age, Ventyr could project the image of an
attractive young woman to communicate with its owner. After the Chaos War, Ventyr fell into a
senseless stupor and lay unused in Thorbardin's vaults.
The followers of the dwarf prophet Severus Stonehand took Ventyr along with them on their migration
to Thoradin in 29sc. Recently, a dwarf scholar began experimenting with the gauntlet and reawakened
its intelligence.
Ventyr suffered quite a shock when it "awoke." The power of High Sorcery, which had sustained it as an
sentient entity, was gone. Instead, it had to rely on its accumulated store of magical energy. Severus
discovered its powers, to its dismay, and began draining its reserves. To save its own life, the gauntlet
broke away from Thoradin and, adopting the name Trenna, Ventyr headed across Ansalon for Wayreth's
Tower - the last source of Krynn's old magic.
Along the way, Trenna has heard tales of the Master of the Tower and, herself a manifestation of a
sentient magical construct, she guessed at his true identity. In addition to life-sustaining magic, she
hopes to find companionship at the Tower. After all, what could be better company for an intelligent
artifact than another intelligent artifact? Trenna's quest to find the Tower provides the basis for the
adventure in the second half of this book.
Like the Master, Trenna can use any school of sorcery and her sorcerous spells can affect living things.
(See Secrets of the Tower, Chapter Three.) Unlike the Master, however, Trenna's spell - and her very
existence - depend on the magic stored within her.
Trenna can hold unlimited sorcery points, and for every 5 points she stores, she gains a point in one of
her ability scores, though no score can exceed 10. When Trenna suffers injury, she loses sorcery points,
and her ability scores decrease accordingly. If one of her scores ever falls to zero, she forever becomes
just a magical gauntlet.
By draining magic from enchanted items, Trenna can regain lost sorcery points. Whenever she or
anyone she touches is subject to an effect from an item created before the Fifth Age, she can negate the
effect and gain a sorcery point. By touching an arcane item, she can drain it, rendering it permanently
nonmagical. If it had charges, she gets 1 sorcery point per charge; if it had a numeric bonus, she gets 1
point per point of bonus; and if it had neither charges nor bonuses, she gains points based on the
Narrator's assessment of the item's power: Consumable trinkets, such a protection scrolls and magical
dusts, restore 1 point, while powerful treasures and artifacts, such as rings of spell reflection, restore up
to 15 points.
Trenna: Human elder female, mysterious demeanor, Champion, Ag 5D, Dx 5D, En 4C, St 4C, Re 9A,
Pe 8B, Sp 8C, Pr 8A, Dmg +2 (quarterstaff), Def 0 (no armor), also sorcery (any school).
The Dungeon
"Well," said Tas brightly... "I'm feeling much better. How about you, Caramon? Let's go explore!"
"Explore!" Caramon gave him such a horrified look that Tas was momentarily taken aback. "Are you
mad? I wouldn't set foot outside that door for all the wealth in Krynn..."
"Yeah, I guess you're right, Caramon. I'd forgotten where we were."
- Tasslehoff and Caramon are guests at the Tower,
Time of the Twins
Caramon Majere knew well the dangers of exploring the Tower of High Sorcery uninvited.
Unfortunately, not all guests are quite as prudent (and certainly not kender). Persistent "explorers" and
indiscreet meddlers could find themselves suddenly transported to the dungeon hidden deep beneath the
Tower.
These cells are purportedly so dreadful that no report of them has ever reached the outside world. The
common folk of Ansalon assume that no one has ever emerged from confinement there to speak of the
frightful experience.
However, as with many aspects of the Tower of High Sorcery at Wayreth, the truth about its dungeon is
slightly more complex than what most folk understand.
Characteristics
As noted in Chapter Three of Secrets of the Tower, no physical access to the dungeon exists; the area
consists of hundreds of cubical cells carved from the bedrock deep below the central towers, even
deeper than the crypts. Though each cell actually is only a scant few feet across, the Tower's
manipulation of people's perception of space makes any cell seem large enough to hold its occupant, no
matter what his size. To a human, a cell seems about ten feet square.
No corridors connect the individual cells of this dungeon. No windows or air shafts lead to the surface.
Each prisoner remains alone, entombed in the rock.
The dungeon is immune to all forms of damage, just like the rest of the Tower, and to summoning magic
intended to transport a prisoner away. In fact, no magic save the Tower's own can reach into the
dungeon from the outside or travel out of it. Even the magical guest book in the foretower (see Secrets of
the Tower, Chapter Three) fails to note those held in the dungeon - when a visitor becomes a prisoner,
his name disappears from the book.
A captive's own spells work normally within the dungeon, provided he can see or touch the spell's target
or subject, but they can never pierce the dungeon walls, reveal anything going on outside the cell, or
affect things outside the cell. Summoning spells, for example, cannot bring a creature into the caster's
presence any more than they could free the caster.
A visitor transported magically to a cell arrives stripped of everything except normal clothing. Inside his
cell, he finds a tin cup and plate, a wooden bucket, and a hard cot just long enough and wide enough for
his body. A drain grate about as wide as he is rests in the center of the floor, and a similar grate,
presumably for ventilation, occupies the center of the ceiling. The walls, floor, and ceiling appear to
have been built of cut stone, and a dim light emanates from the ceiling at all times.
The cot, cup, plate, and bucket are real enough, though magical effects surround them. Twice every
twenty- four hours, simple food magically appears on the plate. Once during that time, the bucket fills
with fresh water, no matter what it contained before. The prisoner can place scraps or waste in the
bucket, only to find it fresh and clean the next day - anything he put in it is whisked way by magic. A
clever prisoner, after observing this pattern, might try climbing into the bucket himself. Unfortunately,
he stays behind when the old contents disappear - the best he can hope for from this ploy is a thorough
bath as the bucket refills. Neither can he get rid of his cup or plate this way: If he puts them in the
bucket, they appear next to it when it refills.
The stone walls and the two grates are not as real as a cell's other features, however. Each cell is actually
just a featureless cubical space. Prisoners who try to escape by prying up these hallucinatory grates or
digging through the illusory stone actually enter a vision or dreamscape in which they appear to leave
their cells and visit other places. They think they're moving about freely, interacting with others,
fighting, casting spells, and so on, but in reality they never leave their cells.
It is possible for a captive to communicate with the Master of the Tower during such a dreamscape
adventure and win release from the dungeon (see the "Crystal Ball" section, page 23). Most prisoners
who free themselves this way don't realize where they've been. Instead, they think they've been on a trip
though unexplored areas in Tower. Hence the story that no one has ever left the Tower dungeon - people
often don't recall ever being there.
Nature of the Dreamscape
A prisoner can enter the dungeon's dreamscape by "escaping" from his cell, as suggested earlier. Escape
options are detailed in the Cell area on page 16.
Once a prisoner "exits" his cell, he enters a world of illusion created by the Master of the Tower. In his
journey, a hero may pass through areas such as libraries, other cells - even outdoor locales like
graveyards and forests. Each of these dreamlike settings offers heroes a unique challenge. The
dreamscape appears different to every hero or group entering it; it can even seem different to the same
prisoner on separate occasions. Heroes wander from one area to the next in this imaginary world,
according to the flow chart on the next page.
Dreamscape Journeys
For a hero to leave an area, his player plays a card from his Hand of Fate. The card's face value indicates
where the hero goes next and what he finds there. For instance, according to the flow chart, playing a
One, Two, or Three to leave his cell takes a hero into a familiar locale where he meets an old friend.
However, playing a Seven, Eight or Nine instead would take him to a similar area where he might meet
an enemy. Lower cards generally produce results more favorable to the hero - but Narrators should let
players figure that out for themselves!
Heroes lose control over their dreamscape journey when they hesitate or linger. For instance, if a hero
fails to move on (in other words, the player does not make a choice or play a card to leave), the Narrator
takes matters out of his hands by looking at the top card in the Fate Deck and moving the hero along the
flow chart to the appropriate area. The Narrator then shuffles the card back into the deck without
showing it to the player; suddenly the hero's surroundings begin fading away, and a new scene forms
around him.
A hero can fight and cast spells normally in dreamscape areas, except that - no matter where he thinks he
is - he stays confined to the dungeon. He cannot escape it via magic or bring anything to him from
outside. He has nothing with him beyond what he gains on his trip.
All wounds and other injuries (such as ability score losses) the hero suffers during dreamscape journeys
are real. However, should he die in the dreamscape, he actually wakes up back in his cell, his wounds
healed but 1 point down in both Spirit and Reason. If either score falls to zero, he truly dies. Should a
hero's journey bring him, wounded, back to his cell, he can rest there to recover all lost cards before
venturing out again.
Once a hero enters the dreamscape, he can leave it only by returning to his cell, dying (apparently) in an
encounter, or reaching the "Crystal Ball" area.
Creatures
Each of the area descriptions that follow includes game details about creatures the hero might meet there
- people, animals, or monsters. The Narrator should make them seem authentic: The Master wants
prisoners to think they're real. However, the scores of these magical creatures do not always match those
of real-life specimens.
If a hero enters an area more than once, creatures there gain 1 point in each ability score. This increase
applies whether the hero visits an area several times on one journey or whether he makes several trips
while incarcerated.
The creatures in an area appear at melee range if no other distance is specified. Unless noted otherwise,
the hero can escape them by successfully opening the encounter distance to far missile range; hostile
creatures will pursue him. He can open the range by one category with a summoning spell that has a
difficulty of 17 (assumes an instantaneous invocation, as a longer one would let the creature close in or
attack).
Creatures cannot leave their dreamscape locales unless otherwise stated.
Atmosphere
Narrators should play up the dreamscape's unreal qualities to suggest the unusual nature of the hero's
surroundings. He might see everything in shades of gray, for instance, or notice that he floats about like
a phantom instead of walking. The paths between dreamscape locations should look like tunnels filled
with white, gray, or black mist.
The site descriptions below are purposely kept vague to allow the Narrator maximum flexibility in
adapting them to his group of heroes. If a hero visits an area more than once, the Narrator should alter it
slightly to give the hero the impression of moving forward, even When he backtracks.
Dreamscape Sites
The hero's dreamscape journey begins in the Cell area, positioned at the top of the flow chart on page
15. Each site he might visit is described in this section, along with information on the characters he
meets and the actions he can attempt along the way.
Cell
An inventive prisoner can find a number of ways out of his cell. (Though the escape is really all in his
mind.)
- A daunting Strength action allows him to lift or bend the grate in the floor, exiting though the drain.
- With a daunting Perception action, he locates a loose stone in the wall that gives access to a crawl
space.
- A daunting Agility action lets him reach the grate in the ceiling. He can then remove the grate and
climb up into the ventilation shaft with an average Strength action.
An escaping hero can use the bucket from his cell or the legs off his cot as weapons (+2 damage rating).
If not used as a weapon, the bucket can serve as a shield with a +1 defense rating (after all, this is a
dream world).
Once a hero discovers an exit, the player must discard to determine when he goes. Opening an exit
begins the dream sequence, whether the hero wants to leave his cell or not. If the hero locates an exit but
decides not to leave, the Narrator should draw a card and move him along the flow chart.
Friend
The hero enters a familiar place: his childhood home, a familiar street, a classroom, or any other location
he remembers well. The area seems abandoned and a bit run down from age.
A search reveals some token of the hero's past success or of some happy moment - a medal or favorite
toy. Carrying this token gives the hero a +1 action bonus until he returns to his cell.
While exploring the area, the hero encounters a friendly figure from his past: a childhood friend, a
favorite pet, or another trusted person. This figure has been immobilized in some fashion - caught in a
trap, locked in a room, etc. (Narrator's discretion). If the hero frees his friend, the character tells him to
head for the forest and indicates a direction. Should the hero comply, the Narrator subtracts a point from
the face value of the card played to leave the area (to a minimum card value of 1 point).
Actions
Finding the token requires an average Perception action, but there is only one token, no matter how
many times the hero searches. Freeing his friend requires an average Spirit (Presence) action, regardless
of how how he has been immobilized.
Characters
If the hero attacks his friend, he automatically leaves via the Road, with an assumed card value of 10
points.
Friend: Age, race, andgender variable, Co 5, Ph 5, In 5, Es 5, Dmg +0 (unarmed), Def -0 (no armor).
Foe
This site looks a lot like the Friend area, except that the surroundings seem rundown or partially
destroyed. A hero's childhood home might have been gutted by fire, for instance, or his favorite inn
might have broken furniture and windows, and so on.
If the hero-searches the area, he might find some useful object from his past: a favorite weapon, useful
magical trinket, or similar item. The object breaks when the hero uses it, however, causing whatever
action he was attempting at the time to fail.
While exploring, the hero encounters a friendly figure from his past, just as in the Friend area. This
figure might seem dazed, be asleep, or might greet the hero warmly. Should the hero speak to him, the
friend advises him to take the Road out of the area. If he does not immediately comply, the friendly
figure takes on the appearance of a rival from the hero's past and attacks. If the hero follows the
suggestion, the Narrator adds 1 point to the value of any card played for him to leave the area.
Actions
Finding the item from the hero's past requires an average Perception action. There are as many items as
he cares to look for. However, a hero suffering a mishap in the search is injured by the debris he's sifting
through and incurs 1 damage point and a -1 penalty to all actions until he returns to his cell.
The hero has the normal chance to be surprised when the foe changes form and attacks.
Characters
The foe is the same no matter what card brought the hero here.
Foe: Age, race, and gender variable, Co 6, Ph 6, In 6, Es 6, Dmg +2, Def-2.
Road
The hero steps onto a road, which also could appear as a path, a bridge, a hallway, a street, or a series of
markers (signposts, milestones, or even footprints). Whether the hero moves or stands still, he meets a
fellow traveler.
Actions
A successful average Perception action lets the hero see or hear the approaching traveler while still
some distance away, increasing the initial encounter distance to near missile range.
Characters
The value of the card that brought the hero to the road dictates who he meets:
Peddler (Card Value 1-3)
The peddler - of any race and either gender - appears pushing a brightly painted cart topped with an
umbrella. He could also be carrying a large pack or standing in front of a tent, under a pavilion, or
driving a wagon. The peddler happily chats with the hero about the weather or other trivial subjects.
This character can sell heroes anything they want, if they make challenging wealth actions. (In the
dreamscape, a hero can find some money just by looking for it.) A hero can reduce the action's difficulty
to average by haggling, an average Presence (Spirit) action.
Any item the hero purchases proves genuine. He can try to rob the peddler or use a spell to influence
him, but anything he acquires this way - though it seems fine - will break when used, causing the hero to
fail his action.
Peddler: Age, race, and gender variable, Co 5, Ph 5, In 5, Es 6, Dmg +3, Def -3.
Minstrel (Card Value 4-6)
The minstrel plays a jolly tune about a deranged prisoner who cannot escape captivity no matter how
hard he tries. When his song ends, he holds out his hat for a tip. If the hero looks for any money, he feels
a few coins in his pocket. To those who offer an acceptable tip (average wealth action), the minstrel
winks and says, "Take a drink from the fountain over yonder, but beware the toad." If the hero walks in
the direction indicated, he travels to the Fountain, with an assumed card value of 6 points.
The minstrel looses a pyromancy spell at a cheap hero, which inflicts 3 damage points if it succeeds. (He
can create three such spells.)
Minstrel: Age, race, and gender variable, Co 6, Ph 6, In 7, Es 5, Ding +2, Def -2.
Cat (Card Value 7-10)
The cat - a pretty gray domestic feline - could alternately be another common pet, such as a dog or bird.
The cat purrs and rubs against the hero's legs, tripping him if he tries to ignore it. If the hero pets the cat,
it snarls and bites him, inflicting 1 damage point.
If the hero ignores the cat, the animal follows him along the road until he kills it. The cat stays
constantly underfoot, giving the hero a -1 penalty to all actions and preventing him from opening the
range. When he attacks the cat, it transforms into a snarling beast.
Cat: An animal, Co 7, Ph 5, In 4, Es 4, Dmg +5, Def -5.
Forest
The hero enters a wooded area - a sylvan forest, orchard, garden, or other verdant area. Feeling very
hungry, the hero might have the urge to eat some of the fruits or nuts growing here. Nothing happens if
he resists the urge.
Actions
Picking fruit or nuts takes an average Perception action to locate the bounty and a challenging Dexterity
action to reach high into the trees and pluck some of it. If the Perception action fails, the hero can't find
any fruit within reach, but a mishap means he locates some tainted fruit.
If the Dexterity action fails, the hero can't grab the fruit, but can try again. In the event of a mishap, he
falls and suffers 3 damage points.
Eating a piece of fruit or some nuts not only satisfies the hero's hunger, it also bestows a +1 action bonus
on him until he leaves the area; the price of eating tainted fruit is a -1 action penalty instead. He can
carry one piece of fruit for each point of his Dexterity. If he bought a sack from the peddler at the Road
or takes off his shirt, he can double his carrying capacity. Fruit also can be thrown, for a damage rating
of +0.
The hero can gather fruit here only once during any dreamscape journey.
Characters
The type of card that brought the hero to the forest determines what type of creatures live here:
Flock of Birds (Card Value 1-3)
The sweet song of the birds makes the hero feel sleepy. If he doesn't chase them off, he falls asleep and
the birds eat half the fruit he has picked. However, he feels so refreshed that he enjoys a +1 action bonus
until he returns to his cell. Any successful attack drives off the birds.
Birds: Animals, Co 8, Ph 1, In 1, Es 1, Dmg +2, Def -0.
Parrot (Card Value 4-6)
The parrot can appear as a crow, owl, vulture, or any other large bird. It watches the hero constantly, but
he can get rid of it by giving it a piece of fruit or throwing some nuts at it. Any other action provokes an
attack.
If given a bit of fruit, the parrot says, "On the right lies one not unlike yourself; to your left, a spring of
pure water."
Understanding the parrot requires an average Reason (Presence) action. If the hero gets the clue, he can
move right on to either the Prisoner (with an assumed card value of 1) or the Fountain (with an assumed
card value of 4).
Parrot: An animal, Co 6, Ph 3, In 5, Es 5, Dmg +2, Def -2.
Pack of Squirrels (Card Value 7-10)
The squirrels scamper overhead, dropping sticks and nuts onto the hero. They can also be monkeys,
songbirds, or even tiny dragons. Attacks do no good against so many, though a spell might. The barrage
forces the hero to attempt an average Endurance (Strength) action. Failure results in 5 damage points
and causes him to fall unconscious - while the squirrels eat his fruit.
Squirrels: Animals, Co 8, Ph 5, In 1, Es 1, Dmg +2, Def -2.
Graveyard
The hero enters a cemetery, its weathered headstones overgrown with trees and vines. The area might at
first look like a forest or untended garden, but a casual search reveals the headstones.
Actions
A careful search (requiring an average Perception action) reveals the graves of every foe the hero has
ever defeated in combat. If the action fails, the hero finds nothing special, but a mishap reveals his own
grave. The shock is so great, he must immediately attempt a daunting Spirit action or lose 1 point of
Spirit. A mishap causes him to fall dead of shock.
Characters
Who the hero meets in the graveyard depends on the card that brought him there (with a card value of 1
to 3, the hero meets no one):
Mourner (Card Value 4-6)
The mourner, a mysterious figure draped in black, might be a relative or old friend. He greets the hero
openly. If the hero doesn't attack, he thanks him for coming, then beckons him to follow.
The mourner leads him to a grave whose headstone bears his own name - quite a shock, as described
earlier. If the hero refuses to follow or tries to evade the mourner, the mourner attempts to close to
personal range and grab him. The character can grab automatically after successfully closing. Getting
free requires an average Strength (Strength) action. Otherwise, the mourner drags him to see the
headstone.
Once the hero sees his grave, the mourner leaves him alone. Should he attack the mourner, the character
counterattacks in an effort to kill him.
Mourner: Age, race, and gender variable, Co 6, Ph 27, In 9, Es 9, Dmg +8, Def -5.
Ghoul (Card Value 7-10)
The ghoul crouching in the bushes tries to surprise the hero. It attacks to kill. A hero paralyzed by the
ghoul's attack remains helpless for six minutes, while the ghoul tears away at him. The hero suffers 11
damage points each minute; armor and shield bonus don't apply.
Ghoul: An undead creature, Co 5, Ph 6, In 3, Es 3, Dmg +6, Def -2, also paralyze.
Fountain
The hero finds a bubbling fountain, natural spring, pool, river, or other small body of water. Pleasant-
looking trees and bushes surround it.
A drink from the fountain restores one card lost to a wound immediately and one additional card (up to
normal hand size) each time the hero exits a dreamscape area until he returns to his cell. If he isn't
wounded when he takes a drink, he still gets the fountain's benefits if wounded later. Additional drinks
during the same dreamscape journey confer no benefit.
The hero can carry water away from here if he brought the cup or bucket from his cell or if he bought a
container from the peddler at the Road. Drinking the water won't do him any good if he already has
taken a drink, but it might help him deal with other creatures he meets in the dreamscape.
Actions
If the hero isn't inclined to drink, he can attempt an average Perception action. Succeeding means he
sees the words, "Drink me and be restored" appear briefly on the water's surface. A mishap at this action
shows him a skull and crossbones on the water's surface.
Characters
The hero may meet a toad at the fountain, depending on the card played to bring him here (with a card
value of 7 to 10, the hero meets no one):
Normal Toad (Card Value 1-3)
The normal toad can appear as a frog, salamander, or other small aquatic animal. If the hero kills it, bad
luck overtakes him, causing him a -1 action penalty until he returns to his cell.
Normal toad: An animal, Co 4, Ph 1, In 1, Es 1, Dmg +0, Def -2.
Giant Toad (Card Value 4-6)
The giant toad could be any amphibian or reptilian monster. It lucks in the bushes, waiting for an
unwary victim. If the hero takes a drink without searching the bushes first, the toad surprises him.
Giant toad: An animal, Co 6, Ph 10, In 1, Es 1, Dmg +4, Def -3, also swallow whole.
Prisoner
The hero enters an immense cell similar in appearance to his own. A hill giant sits chained to a set of
huge rings protruding from the floor. The hero has entered through one of four openings in the walls,
most of them too small to admit the giant. This site also can appear as a labyrinth, a cage, a collapsed
mine, or other confining area.
If the hero attacks, the giant fights to the death using loops of chain as weapons. To any hero who
speaks to him, the giant demands to be freed. He points out a massive padlock holding his chains
together. The creature won't respond to anything the hero says or asks until he is set free.
Should the hero try to leave without first freeing the giant, the creature attacks (at melee range only).
The hero can escape by ducking through one of the wall openings.
Once freed, the giant exhibits behavior based on the aura of the card that brought the hero here: A white
aura makes him friendly, red makes him neutral, and black means he's hostile.
A piece of fruit from the Forest or a drink of water from the Fountain will turn any giant friendly. A
hostile giant laughs when set free and promises to squash the foolish hero like a bug; the hero must fight
or escape. However, a friendly giant enthusiastically rips a fifth hole in the wall, making his own way
out of his cell. He invites the hero to follow. Heroes that do so wind up at the area dictated by the card
played, and they lose the giant along the way.
If the hero thinks to ask where the openings lead, the giant shrugs and reaches down each one. After
feeling around, he makes the following pronouncements about what he finds: "prickly," "wet," "door,"
"round thing", and "empty" (the hole the giant just made). The creature cannot retrieve anything from
the openings.
Simply choosing an exit at random requires card play to see where the hero emerges. If the hero follows
one of the giant's clues, however, he ends up in the area indicated below, with an assumed card value of
3 points:
- "Prickly" leads to the Forest.*
- "Wet" goes to the Fountain.*
- "Door" leads to the Tower.*
- "Round thing" is the Crystal Ball.
- "Empty" leads to the hero's cell.
* Indicates an area the hero could not reach from here through card play.
Actions
Freeing the giant requires a daunting Dexterity action to pick the lock. The hero can't break the chains or
lock, no matter what he tries - they're even impervious to spells. Escaping from the giant, chained or
otherwise, requires a standard open range action.
Characters
The giant also could be an ogre, dragon, or other large creature. He need not be chained, just confined
somehow.
Hill giant: A hostile nonhuman, Co 6, Ph 38, In 3, Es 4, Dmg +15, Def -2.
Tower
The hero has arrived before a tall tower or other type of construction, from a humble cottage to a walled
city.
The hero can knock (or announce himself some other way), try to force open the door, or simply walk
away.
Any of these options brings the resident wizard running. The wizard's attitude toward the hero depends
on the card that brought him here, just like in the Prisoner area. However, attempting to break down the
door or pick the lock brings a hostile reaction no matter what the card was. When the wizard appears,
the scene shifts to a hallway, chamber or street beyond the door (depending on the type of building).
A friendly wizard mildly asks what the hero wants. If the hero explains his situation or asks for
directions, the wizard invites him inside to visit the library.
A neutral wizard eyes the hero suspiciously and demands to know who he is and what he's doing here. If
the hero can convince the wizard he's no threat, he gets an invitation to come inside and visit the library.
Otherwise the wizard orders the hero to leave.
Finally, a hostile wizard attacks with his spells, beginning the assault at near missile range.
If the hero leaves without being invited in, card play determines where he goes next. Otherwise, he goes
to the Library. Should he think to ask what's so special about the library, he's told about a rare work: The
Master's Eye.
Actions
Forcing the door requires a daunting Strength or Dexterity action, depending on whether the hero tries to
break it down or pick the lock.
Convincing a neutral wizard to invite him in requires an average Presence (Spirit) action from the hero.
The attempt gets a trump bonus if he offers the wizard water from the Fountain or any fruit from the
Forest, but a mishap causes the wizard to attack immediately.
Characters
The wizard might appear as a human, elf - even a dragon. The Narrator determines his schools of
sorcery.
Wizard: Age, race, and gender variable, Co 5, Ph 4, In 9 (81), Es 9, Dmg +2, Def -2, also sorcery (three
schools).
Cave
The hero passes through a short tunnel into an immense space: the lair of a chromatic dragon. The
Narrator chooses which type of dragon, then makes the area reflect that race. For example a black
dragon would live in a swampy area, and a green dragon would lair in a forest.
The dragon demands that the hero pay it tribute - in the form of large amounts of treasure - or it will
attack. The hero must comply, flee, or fight.
From the dragon's starting point of near missile range, it takes one minute to fly into the air for a dive
attack. After its dive, it continues with melee attacks. To escape, the hero must open to visual range. If
he gets out of melee range after the dragon has made its dive, it attempts to close range once, then
switches to assaults with its dragon breath.
Actions
Producing enough treasure to satisfy the dragon is an impossible wealth action.The dragon also can be
satisfied with a magical item (which the hero may have purchased from the peddler at the Road) or five
pieces of fruit from the Forest. If the hero can't offer enough, he can still escape by promising to bring
the dragon some fabulous item. For this ploy to work, the hero must describe the item in detail and
succeed with a daunting Presence action.
Those who escape in this way had better have the item if they return here on this trip. However, heroes
using this ploy suffer no penalty if they never return.
Characters
The chromatic dragon's race may vary, as noted above.
Dragon: A young chromatic dragon, gender and color variable, Co 9, Ph 39, In 8 (64), Es 8 (64), Dmg
+12, Def -8, also dragon breath, swallow whole, dragonawe, dive attack, sorcery (three schools),
mysticism (one sphere).
Library
In the library, the hero finds hundreds of shelves full of books. This area also might appear as a
sculpture garden, an art gallery, or a collection of monuments.
Inside, he meets a cloaked figure resembling the wizard from the Tower area. This creature, however, is
a ghost. It does nothing unless the hero attacks or tries to converse.
Actions
The hero must attempt a daunting Spirit action if he disturbs the ghost by speaking to it, making noise,
or trying to touch it. Success makes the ghost dissolve into mist and vanish through a crack in the wall.
Otherwise, it attacks him with its fear aura and Spirit drain abilities.
A search of the shelves requires a daunting Perception action. A successful hero locates a book titled
The Master's Eye. Opening it sends him to the Crystal Ball area. However, in his search he inadvertently
trips the catch of a hidden trap door and falls through. Card play determines where he goes from there. A
mishap makes the ghost appear and attack, even if the hero has already defeated it or initially left it
alone.
Characters
The ghost can look like the wizard in the Tower, a passerby, or anyone else.
Ghost: An undead creature, Co 5, Ph 6, In 7, Es 8, Dmg N/A, Def N/A, also fear aura, Spirit drain.
Crystal Ball
The hero enters a hexagonal chamber that contains a pedestal bearing a crystal ball. The ball lets the
hero contact the Master of the Tower and maybe persuade him to free him. Anyone can use the ball just
by staring into its depths.
If the hero touches the crystal ball, he suffers 1 damage point from electrical shock, as well as an
additional damage point each minute he touches it. Touching or moving the ball always results in this
injury, despite the hero's attempts to insulate himself, move the ball using a net rather than his hands,
and so on. Once he stops fooling with the crystal ball, he returns to his cell.
Actions
Activating the crystal ball requires a daunting Reason action, with a trump bonus for those with a
Reason code of "A." Success puts the hero in contact with the Master. Those who fail to activate the ball
can try again, but three failures sends one back to his cell. A mishap drains 1 Reason point on top of
that.
Once the hero contacts the Master, he can try convincing him that he's learned his lesson with a
Presence (Presence) action; the difficulty depends on the severity of his crime. Since the Master does
not imprison people lightly, the difficulty should be at least challenging.
Return to Cell
Reaching a Return to Cell area immediately sends a hero back to his cell. Everything there seems intact -
even items he may have removed or broken. Any objects he acquired in the dreamscape have vanished,
but his wounds remain.
If the hero can escape again, he begins another dreamscape journey.
Tests of High Sorcery
I can't answer that..." said Esme. "I can only remind you that the Test exists to weed out those wizards
who might be harmful to themselves, to the order, or to innocents. Remember, too, that the Test is meant
to teach the mage something about himself."
- Esme, a Red-Robed wizardess, on Tests of High Sorcery,
The Medusa Plague
When the gods of magic gave the gift of High Sorcery to the mortals of Krynn, the wizards of the new
Conclave gained a solemn and terrible responsibility: to make sure no wizard used this divine gift
capriciously. It was not the Conclave's place to decide whether individuals should serve Good, Evil, or
Neutrality, they understood. But they also knew the gods were watching to see if mortals would use their
newfound power wisely and with proper gratitude, or if the gift would make them mad with power.
Tests in Past Ages
The wizards created the Tests of High Sorcery not just to test a person's magical abilities, but also to
learn how he would use his magical powers. Each Test was different, specially tailored to an applicant's
own strengths, weaknesses, and needs. Failure meant death. A wizard who undertook a Test literally
pledged his life to magic, and if he survived, his fellow wizards could be sure he would continue to give
the fullest measure of devotion to magic.
Every Test, though unique, had several elements in common.
- They were rigorous: Failure always meant death.
- Every Test featured at least three challenges to examine the mage's knowledge and use of magic.
During these challenges, the wizard had to cast every spell he knew.
- A Test included at least three perils or tasks that could not be solved through magic alone.
- In a Test, a wizard faced at least one confrontation with a known ally.
- All Tests involved the mage in solo combat with a more powerful foe.
Usually, the challenges in a Test combined several of these elements. For example, the best documented
Test of the Fourth Age required Raistlin Majere to use his final spells to defeat first a dark elf wizard,
then his brother Caramon, who always had been his most dependable ally.
Tests in the Fifth Age
Now that the gods have withdrawn from Krynn, the Master of the Tower still conducts Tests of High
Sorcery. His goal is not to ensure that only the deserving gain access to magic - today, Krynn's primeval
magic is available to almost everyone - but to maintain camaraderie among Ansalon's sorcerers, help
him decide who should have access to the Tower of High Sorcery, and provide him with insight about
Ansalon's most ambitious sorcerers.
The Master realizes that people who have shared a common experience - in this case a magical ordeal -
form bonds that transcend most worldly matters. He believes that such bonds can help further the
advancement of magical knowledge.
Like the mages of the original Conclave, the Master also is concerned about the responsible use of
magical power. Therefore, he grants free access to the Tower only to those sorcerers who have proven
their mettle in a Test.
Finally, the Master can assume the form of anyone who has completed a Test - this power lets him know
everything that person knows, or knew (see Secrets of the Tower, Chapter Three). With a constant influx
of new initiates, this power allows the Master unparalleled insights into events across Ansalon.
Requirements
A hero wishing to take a Test of High Sorcery needs a reputation of at least Adventurer and a Reason
code of "A." He must journey to Wayreth's Tower by normal means - summoning spells won't transport
anyone there without the Master's permission, and he never grants it for Tests. When the hero arrives at
the Tower, he presents himself to the Master and states his intentions.
Every hero takes his Test alone and may carry with him only regular clothes and two weapons. The hero
may not wear armor, carry a shield, or employ magical items (though his two weapons can be enchanted
with combat bonuses). In earlier ages, wizards sometimes brought companions along on their Tests, and
many used enchanted items, but the Master no longer allows such aid.
It is possible for several heroes to take Tests simultaneously, but the Master prefers to hold them one at
a time.
Characteristics
The Master concerns himself mostly with the subject's ability to use spells creatively and effectively.
Most situations that confront a hero during a Test require him to use magic to intervene on someone
else's behalf. In this way, the Master reminds the subject that a sorcerer's power brings responsibility.
Finally, every Test includes some elements that measure the hero's ability to discern when using magic
might be appropriate and when it would not.
Each Test includes at least one situation that requires the successful use of sorcery from each of the three
schools the hero has studied. In addition, the hero often faces a situation he can resolve without magic,
but finds that using magic will allow a faster or more complete solution. Finally, subjects generally also
have to defeat one magic-using foe in single combat.
All Tests take place inside the Tower of High Sorcery at Wayreth. Folklore maintains that several upper
floors in the north tower have been set aside for Tests; however no one but the Master knows exactly
where they occur. In any case, the where of these challenges is rarely vital, as Tests are most often
hallucinatory - mental quests similar to the dreamscape journeys that prisoners in the dungeon
experience.
To begin a Test, a hero must be unwounded and have his full daily allotment of sorcery points.Those
who reach the Tower injured or fatigued can rest to refresh themselves. When ready to begin, a hero
presents himself in the Hall of Mages, where the Master and at least seven high-ranking Tower residents
await. (This group almost always includes Grevasse.) If the hero has brought others with him, they may
enter the Hall of Mages, too.
The Test can be fatal, the Master reminds the hero at this time. However, its difficulty depends on the
sorcerer's own ambition. A modest hero will face little danger but can expect little in the way of reward.
The bolder the sorcerer, the greater his danger - and the potential reward. Is the hero willing to undertake
the Test under these conditions? the Master asks. If the sorcerer agrees, the Test begins.
Witnesses see the hero vanish, to reappear only when he has completed the challenges before him. In
most cases, the witnesses retire to another chamber for the duration of the Test. Retiring to another
chamber allows Tower residents to go about their business while the Test proceeds and spares the hero's
comrades the sight of their friend's dead body reappearing in the Hall of Mages if he fails.
Nature of the Test
A hero undergoing a Test of High Sorcery enters a mindscape similar to the dream world prisoners in
the dungeon experience. Unlike a prisoner, however, a hero undergoing a Test always chooses his own
path. He enters this mindscape with only his clothing and chosen weapons. Those who try to sneak in
extra equipment find the contraband gone the moment they enter the world of the Test.
The magical guest book in the foretower (see Secrets of the Tower, Chapter Three) notes when a visitor
is undergoing a Test, and that communication with him via the book isn't possible.
Mindscape Journeys
To proceed through this mindscape, a hero moves from one area to the next according to the flow chart
on the next page, beginning in the space at the top marked Start. Each of these areas serves as the setting
for a new scene in the Test adventure. When the hero has met the challenges one area has to offer, he
must leave it to continue his journey.
When the hero feels ready to proceed, the Narrator briefly describes each of his options, offering clues
as to what may lie ahead on each potential path. The clues vary according to how the Master (actually,
the Narrator) has constructed the Test; some examples of clues appear in the sample area descriptions
starting on page 29. After listening to the clues, the player chooses a path for the hero. He may move in
only one of the directions indicated on the flow chart.
Once the hero has selected a path, his player chooses one card from his Hand of Fate - called a Test Card
- and lays it face up in front of him. Its value indicates generally how much peril the hero faces as he
enters the new area. The Test Card is not discarded normally; instead, it remains face up for the rest of
the journey or until events force the player to discard it. At the end of the mindscape journey, the total
value of all Test Cards left face up determines the successful sorcerer's reward. Those who risk greater
dangers by playing high Test Cards stand to reap greater rewards - if they survive.
Unless otherwise stated, the player repeats this procedure - selecting a path from the clues, then laying a
Test Card face up and drawing a replacement for his Hand of Fate - each time his hero moves to a new
area.
The hero conducts combat and casts spells just as he would in any adventure, except that he always
remains within the Tower and, therefore, subject to its restrictions. He cannot escape from the
mindscape or move between areas with summoning spells (see Secrets of the Tower, Chapter Three).
Neither can he contact individuals outside the Test or summon creatures or equipment from outside to
help him. A summoning spell with a difficulty of 17 will allow the hero to open the range between him
and a hostile creature by one category (this difficulty assumes an instantaneous invocation time, as
anything longer would let a creature close in or attack before the spell was finished.)
Wounds and other injuries (such as ability score losses) the hero suffers during a Test are real. Anyone
who dies during the Test is truly dead. However, an injured hero can stop at a Rest area (indicated on the
flow chart) during his Test and recover.
Creatures
Heroes will meet a variety of creatures during a Test of High Sorcery. The sample areas described in this
chapter contain game information on any creatures waiting there. If the Narrator creates areas of his
own, he should include game details for creatures there as well.
The face value of the Test Card played to enter an area can increase the ability scores of the creatures the
hero meets there, according to the table below:
Card Value Ability Bonus
1-3 +0
4-6 +2
7-9 +4
10 +6
Creatures appear at melee range unless an area's description states a different range. Unless noted
otherwise, a hero can escape from any creature by opening the encounter distance to far missile range.
However, hostile creatures will pursue.
Atmosphere
Most areas in the mindscape appear completely real; some might even seem familiar. For instance, the
hero might find himself revisiting his home town during his youth or meeting old enemies.
Sometimes the various mindscape areas are connected by hallways, roads, staircases, doors, or the like
(see the sample areas described starting on the next page). Other times there is no path at all - the hero
just finds himself suddenly in completely new surroundings. The Narrator should modify them to suit
his own tastes.
Constructing a Test
A Narrator creates a personalized Test of High Sorcery especially for each hero. This section explains
how to combine the sample areas offered in this chapter with the Narrator's tailor-made areas to create a
Test. Just like an adventure, any worthwhile Test takes a bit of preparation from the Narrator before the
playing session begins.
Getting Started
The flow chart on page 27 depicts the mindscape and how the areas within it relate to each other.
Though the chart contains twenty-two separate areas, most heroes will pass through only about half of
them during their Tests. A complete Test requires only twelve different area descriptions, as follows:
- One Rest: The hero enters a restful place where he can recover from the hardships he has experienced.
He may rest more than once, but one scene will do for them all.
- One Battle: The hero must defeat a creature or group of creatures.
- Two Hazards: The hero encounters a trap or barrier that can prove dangerous if he makes a mistake or
fails to think quickly.
- Two Tasks: The hero finds himself in an odd situation that requires some thought to resolve. Using
magic might or might not help.
- Five areas of Magic: The hero reaches a potentially dangerous situation that requires great ingenuity
or a particular kind of spell to resolve (or a little of both).
- One Duel: The hero faces single combat with another magic-using creature.
Sample Test Areas
This section features examples of the six types of Test areas, for Narrators to use as a basis for creating
Tests. Like a normal-length scene in a FIFTH AGE adventure, each sample area's short description
contains these elements:
- A paragraph connecting the area to the previous one in the flow chart (it offers the Narrator clues to
help the player select his hero's path)
- A short Overview of the setting
- A description of what takes place there as The Test Continues
- A mention of important Actions (including details for helpful spells)
- Information on Characters to meet
- A description of the Outcome, including the rewards and consequences a hero might earn from his
activities in the area.
Rest Areas
Although the flow chart contains several Rest areas, one description is sufficient for all of them.
When a hero enters the area, the player does not lay a Test Card face up. Instead, he takes the highest
Test Card already face up and discards it. Before leaving the area, he regains all cards lost from his hand
to wounds, and his hero's sorcery point total returns to his daily maximum (mysticism points remain
unaffected).
In addition to (or instead of) the Inn, described below, the Rest area could appear as the Citadel of Light,
a temple, or an empty but well-stocked cabin.
Inn of the Last Home
As he is about to leave a Test area, the hero sees a hand-painted sign pointing the way to the Inn of the
Last Home.
Overview
The sorcerer enters Solace's most famous establishment, and the Inn's staff members immediately begin
pampering him. They provide him with a comfortable bed, plenty of food and drink, and lots of
undisturbed rest.
The Test Continues
Nothing happens to interrupt the hero's rest here. He may have the chance to hobnob briefly with famous
guests at the Inn, but none of them have any information pertinent to the Test.
Actions
If the hero speaks with the Inn staff or other occupants, he can learn about the adjacent Test areas.
Getting the information requires an easy Presence action.
Characters
The staff includes a bartender and sev- eral barmaids, all with the same gen- eral characteristics.
Inn staff: Humans of varied age, gender and demeanor, Unknown, Co 5, Ph 5, In 5, Es 5, Dmg +0
(unarmed), Def -0 (common clothing).
Outcome
If the hero is foolish enough to attack anyone at the Inn, the Test ends in failure: He finds himself
ejected the maximum distance from the Tower (see Secrets of the Tower, Chapter Two).
Battle Areas
The Test's Battle areas present the hero with straightforward fights, though other elements - such as a
damsel in distress, a beleaguered town, and so on - might add drama.
A Friend in Need
The sorcerer hears a familiar voice calling for help or receives a message telling him that he has one last
chance to see an old friend.
Overview
Walking down a road, the hero hears the sounds of combat ahead. Upon investigating, he discovers a
beloved friend from his past apparently making a last stand against a band of seven gnolls. The friend's
comrades lie dead about the scene, and the friend himself bleeds from a jagged wound.
The Test Continues
The gnolls press their attacks on the hero's friend until the hero reveals himself. When he attacks, all but
two gnolls turn to face him.
Actions
The hero has the normal chance to surprise the gnolls and cannot be surprised himself.
His friend has his hands full with his two gnoll attackers and can offer no assistance. If the hero kills
these assailants first, two more turn on the unlucky character. The gnolls all fight to the death.
Characters
No matter how quickly the hero acts, the gnolls inflict a mortal wound on his friend.
Seven gnolls: Hostile nonhumans, Co 5, Ph 7, In 3, Es 5, Dmg +4, Def -3, also missile weapons.
Friend: Identity variable, Co 5, Ph 5, In 5, Es 5, Dmg +0 (unarmed), Def -0 (common clothing).
Outcome
If the hero dispatches the gnolls, his friend utters the clues to the next areas with his dying breath.
Should the hero flee without dispatching the ruffians, he forfeits his highest face-up Test Card.
Bandits!
A wealthy lady approaches the hero in her carriage and offers him a lift.
Overview
The sorcerer finds himself riding in a well-appointed coach along a country road. His lady companion
wears several valuable-looking items of jewelry.
The Test Continues
The driver utters a strangled cry and falls from his perch as the coach skids to a halt. Harsh voices
outside demand that all within the carriage exit quietly and with hands in the air.
Actions
The hero cannot see clearly enough from inside the carriage to cast a spell or launch an attack. If he
bursts out of the carriage to attack immediately, he may surprise the bandits. The leap requires an
average Agility action; heroes who succeed have a normal chance to surprise the bandits. If the action
fails, there is no effect, but a mishap allows the bandits to surprise him as he falls on his face.
Characters
Five bandits surround the carriage. If the hero doesn't leap out and attack right away, the thieves
recognize him. They lower their weapons and offer to split the lady's jewels with him, as they don't wish
to fight a hero of such renown.
Five bandits: Human male adults, lawless demeanors, Rabble, Co 5, Ph 6, In 5, Es 5, Dmg +4 (cudgels),
Def-4 (chain mail).
Lady: Human female adult, fastidious demeanor, Unknown, Co 5, Ph 5, In 5, Es 5, Dmg +0 (unarmed),
Def -0 (common clothing).
Outcome
If the hero agrees to split the lady's jewels, the bandits pretend to hand over his share, but automatically
close to personal range and attack, aided by the treacherous lady. If the hero survives, his player must
discard the Test Card he played to enter this area.
If the hero defends the lady, she gives him a token of her affection and tells him about the adjacent
areas.
Hazard Areas
A hazard is an unexpected danger or problem that befalls the hero, requiring some quick thinking to
resolve.
The Rope Bridge
A most unusual crossing lies just ahead, the sorcerer learns.
Overview
The hero finds himself a third of the way across a rickety rope bridge over a deep chasm.
The Test Continues
Wind blows along the chasm, causing the bridge to sway and twist precipitously. The planking is rotten
and the frayed ropes creak loudly. If the hero doesn't fall off the bridge, it will probably break under him
shortly. Either event would send him plunging into the chasm, suffering 5 damage points. He then may
be surprised by the crea- tures lurking below.
Actions
The hero may try to walk gingerly across the bridge using a challenging Agility action. If he tries to
backtrack instead of moving forward or dealing with the bridge, he discovers that it stretches endlessly
behind him, even though the distance had seemed slight when he started across. He must attempt a
challenging Agility action every minute he spends moving backward.
An enchantment or transmutation spell would strengthen the bridge enough to make it safe. The spell's
difficulty is 12 points before adjustments for invocation time; however, invocations of one minute or
more require an average Agility action each minute.
Cryomancy or geomancy would enable the hero to create his own bridge with ice or stone. The spell has
a 14-point difficulty before adjustments for invocation time and, as before, invocations of one minute or
more call for an average Agility action each minute.
A summoning spell might transport the hero safely to the far side of the bridge, with a difficulty equal to
that of the enchantment or transmutation options described above.
Characters
At the bottom of the chasm live giant ants, which attack anything that falls in.
Three giant ants: Animals, Co 9, Ph 8, In 1, Es 1, Dmg +4, Def -4.
Outcome
If the hero crosses the bridge or defeats the ants, he finds a scroll directing him to the next areas in the
flow chart.
Stairs of Fate
A message invites the hero to "ascend to new depths."
Overview
The sorcerer finds himself climbing a long, wooden staircase.
The Test Continues
Without warning, the stairs fold flat under the hero's feet, causing him to slide down into a pit of
poisoned spikes.
Actions
The hero has one chance to avoid sliding into the pit once the stairs fold: If he has a sharp weapon, he
can attempt a challenging Strength action to jam it into the wood to stop his slide. If the action succeeds,
he can regain his footing and walk carefully up the slide.
A successful summoning spell can transport the hero to the top of the stairs. The spell's difficulty is 12
points before adjustments for invocation time; however, the hero has only one minute before he falls
into the pit.
Cryomancy or geomancy would enable the hero to fill the pit with ice or stone. The spell difficulty for
this action is 14 before adjustments for invocation time. As before, the hero has only a minute to work
his sorcery.
If he falls into the pit, he suffers 8 damage points and must attempt a challenging Endurance action to
resist the poison. Failing inflicts an additional 8 damage points, while a mishap causes him to die of his
wounds.
Characters
There are no creatures in the area.
Outcome
If the hero gets to the top of the stairs, he meets a withered old crone carrying a crystal ball in one hand.
She stares into the ball and describes the adjacent areas, then vanishes in a puff of smoke.
Heroes who fell into the pit discover one or more doors there, each bearing a plaque that describes an
adjacent area behind the door.
Task Areas
The hero faces an unusual situation that requires some serious thought - or a creative spell - to resolve.
The Shell Game
The hero is told he may make a wager with the dead.
Overview
Entering a street lined with the ruins of ancient buildings, the sorcerer might recognize the place as one
of Ansalon's famous lost cities, such as Xak Tsaroth, (see the "Abanasinia" section of Chapter Two in
Dusk or Dawn) or as the remains of his home city.
The Test Continues
For several minutes, the hero sees nothing but ruins all around him. As he wanders or looks about, he
spies a crowd of diaphanous figures (spectres) gathered around a small table. The next moment, the
finds himself standing in front of the table. One of the figures places a pea under one of three shells,
shuffles the shells around, and then demands that the hero pick out which shell hides the pea.
Actions
All the spectres counterattack if the hero attacks one of them or tries to flee without playing the game.
An average Perception action lets the hero figure out which shell should hide the pea, but that isn't
helpful - the spectre has slipped the pea out from under it. A divination spell with a difficulty of 4 points
before adjusting for invocation time reveals that the pea isn't under any shell.
Accusing the shell-shuffling spectre of removing the pea - or choosing the "wrong" shell - provokes the
creature to attack, but the others just watch.
The only way the hero can leave this area without a fight is to lift up two shells at once. This tactic fails
to reveal the pea, implying that it must be under the remaining shell without actually exposing the
spectre's duplicity.
Characters
The group here contains five spectres, including the one playing the shell game.
Five spectres: Undead creatures, Co 15, Ph 6, In 7, Es 8, Dmg +4, Def -4, also Endurance drain.
Outcome
If the hero wins the shell game, the spectre winks and tells him about the adjacent areas. Those who
fight or flee the spectres and survive find an inscription on a monument directing him to the nearby
areas.
A Cool Drink
A sign or passerby explains that a damsel awaits with a task for a gallant soul.
Overview A beautiful young maiden wearing a sun bonnet and a pretty dress (or a doddering old crone
wearing a threadbare shawl and a tattered dress) sits weeping next to a ruined well.
This woman might appear as a girl who once spurned the hero's affections or as an unfriendly neighbor.
The Test Continues
The hero hears the woman crying before he sees her. When he comes into view, the woman clasps her
hands in front of her, as though giving thanks.
If the sorcerer approaches, the thirsty woman explains her predicament. She has a little china cup, but
the well is far too deep for her to reach the water. There is no bucket to get water and no rope to lower a
bucket anyway.
Actions
The hero can climb down the well and fill the woman's cup. This gallantry requires an average Agility
action for the climb and a challenging Dexterity action to avoid spilling the water on the way back up.
If the Agility action fails, the hero slips down the well, suffering 5 damage points. A mishap sends him
plunging headfirst into the water to suffer 10 damage points; then he must attempt a challenging
Endurance action to avoid drowning. Assuming the hero survives, he still has to climb out of the well.
If the initial Dexterity action fails, the sorcerer spills the water and must go back for more. A mishap
means he dropped the cup and broke it.
A simple hydromancy spell (with a difficulty of 4 points before adjusting for invocation time) would fill
the woman's cup with water. However, she doesn't want to drink anything created with magic.
Convincing her the water is okay requires an average Presence (Spirit) action.
A summoning spell with a difficulty of 6 before adjustment for invocation time brings water from the
well into the cup, but also requires the above Presence action to get the woman to drink it. Two
summoning spells, each with a difficulty of 8 points before adjusting for invocation time, can send the
cup into the well and bring it back full.
A transmutation spell cast on a thread or hair can create a string long enough to lower the cup into the
well and haul it back up again; the spell's difficulty is 10 points before adjustment for invocation time.
A 20-point aeromancy spell (before adjusting for invocation time) can create rain to fill the cup.
Characters
The woman actually is a gorgon. She won't attack a hero who gets her a drink.
Gorgon: A monster, Co 5, Ph 8, In 6, Es 6, Dmg +2, Def -3, also petrify and poison.
Outcome
The woman tells the hero about the adjacent areas if he gets her a drink. If he avoids her, he must
discard his highest Test Card. Should the gorgon have cause to petrify the hero, she breaks apart the
resulting statue, killing him.
Duel Areas
A duel pits the hero against another spellcaster in a fight to the death.
Dark Elf
The hero receives a warning that he isn't the only sorcerer in the area.
Overview
The fight in this area resembles the one Raistlin Majere faced during his Test.
The Test Continues
This Duel area lacks any obstacles that might provide cover. As the hero enters, a dark elf appears at
near missile range and immediately begins a spell: a work of spectramancy that makes the whole area
dark, rendering the hero effectively blind. The elf, however, has already cast a spell to let him see in the
dark.
The darkness spell has a one- minute invocation time, so if the hero can harm the dark elf with an
instantaneous spell or a missile attack, he disrupts it. If the elf's spell works, he follows up with an
electromancy attack that inflicts 5 damage points, followed by a necromancy spell that - if successful -
kills the hero. The dark elf alternates between electromancy and necromancy until the fight ends. He
uses one minute invocation times until the hero disrupts one of his spells, then switches to instantaneous
invocations.
Actions
A hero in the dark suffers a -4 penalty on all combat actions (including changing range) and cannot
direct spells at the dark elf accurately. A spectramancy or enchantment spell with a difficulty of 15
points before adjusting for invocation time cancels the darkness.
Characters
The dark elf wears black robes over leather armor and carries a magical long sword. If he runs out of
spell points, he switches to melee or missile attacks.
Dark elf: Silvanesti male adult, bigoted demeanor, same reputation as hero, Co 8, Ph 5, In 8, Es 7, Dmg
+9 (long sword of distinction); Def -2 (leather armor), also missile weapons (light crossbow/+5), sorcery
(spectramancy, divination, electromancy), and mysticism (necromancy).
Outcome
If the hero defeats the dark elf, he finds a book or scroll lying nearby, which describes the adjacent
areas. Should the hero flee, the player discards the Test Card he played to enter the area.
Magic Areas
Areas of magic present the hero with situations or dangers that sorcery can solve most readily. These
areas generally require a specific type of sorcery, but some lend themselves to spells from several
different schools.
Labyrinth
The hero is told, "There is only one true way."
Overview
Using only one spell, the sorcerer must find his way out of a maze. Unbeknownst to him, three traps and
a hostile opponent await within the maze's twists and turns.
This Magic area is geared for the school of divination.
The Test Continues
The hero finds himself standing before a T-intersection of three featureless corridors. He does not have
to cast his one spell immediately - he may opt to explore the immediate vicinity first. Heroes who
explore encounter a pit trap within the first twenty paces.
Actions
A sorcerer who succeeds at an average Agility action avoids the trap; otherwise, he falls into a covered
pit with rough stone walls. The pit remains open, but climbing out requires a challenging Agility action.
If he does not leave the pit within ten minutes, the creature inhabiting the maze - an enormous gelatinous
cube - will find and attack him (see "Characters").
The hero's best chance to navigate the maze safely is to construct a divination spell that indicates the
quickest path out, as well as any traps. Such spells reveal no information about the cube directly, though
a wise hero may choose to track the position of an object the creature has absorbed, thereby keeping tabs
on the monster's position. The spell's difficulty before adjustments for invocation time and duration is 13
to find a path; each additional request (finding traps or tracking a moving object) adds 1 point to the
base difficulty. It takes at least half an hour to exit the maze. The hero can use only one spell to find his
way out of this area - subsequent castings have no effect.
Alternately, the hero can use transmutation to change a hair or thread into a rope to mark the route he
has traversed; cryomancy or geomancy can create ice pellets or stones to do the same thing. The
difficulty of any of these castings is 8 points before adjustments for invocation time and duration;
however, these items last only until swept up by the passage of the gelatinous cube. A random draw
from the Fate Deck determines exactly how many minutes any path markers last. Once the cube sweeps
up the markers, they're useless for finding the way out.
If the cube finds the hero (see below), he must make a daunting Perception action to avoid surprise.
Should he come upon the monster instead, he has the normal chance to avoid surprise.
Characters
The gelatinous cube is a bizarre mass of clear protoplasm ten feet thick that fills the entire corridor. The
creature moves through the maze continuously, sweeping up debris as it goes. It paralyzes and
eventually digests any organic matter it holds, while inorganic matter just rides along, suspended within
its protoplasm. Absorbed heroes die after ten minutes.
The hero may meet this monster in one of two ways: If he remains in any one place ten minutes (such as
in the pit or standing around casting a spell), the cube finds him and attacks.
If the cube doesn't find the hero, he should stumble across it instead at a three-way or four-way
intersection (Narrator's option). Should the hero quickly step into a side passage, the cube passes by
without turning to pursue him. However, the hero will encounter this creature again and again as long as
he remains in the maze.
After each meeting, the player draws a new card from the Fate Deck; the face value indicates how many
minutes elapse before the hero's next meeting with the monster. On any meeting after the first, the cube
recognizes the hero as debris and actively pursues him. He must either fight the cube or open the
distance between them to far missile range to escape it temporarily.
Gelatinous cube: A monster, Co 5, Ph 9, In 3, Es 3, Dmg +2, Def -1, also paralyze.
Outcome
Heroes who slay the cube have as much time as they need to escape the maze. Two pillars, engraved
with the clues to the next areas, mark the exit.
Squalls Ahead
The hero spies a sign that says, "This way to the Turbidus Ocean," or perhaps a passer-by tells him he'll
soon take a journey over water.
Overview
The sorcerer finds himself at sea, the only spellcaster on a small minotaur ship. After a few minutes, he
hears the lockout shout, "Squall!"
This test ofaeromancy might also be suitable for cryomancy or enchantment.
The Test Continues
The approaching storm threatens to send the already waterlogged vessel to the sea floor. Looking the
hero in the eye, the captain bellows, "Avast there, sorcerer! Earn your keep! Either man the pumps or
magic away that storm- it'll sink us for sure!"
Actions
If the hero chooses to man the pumps, he must make a successful daunting Strength action or be swept
overboard when the storm hits; a mishap means he drowns. Regardless of the success or failure of this
action, though, the ship capsizes and sinks in the storm, forcing the sorcerer to succeed in a challenging
Endurance action to avoid drowning.
An aeromancy spell can quell the storm, but the difficulty is 32 points before adjustments for invocation
time, which must be thirty minutes or less to do any good. Conjuring up a favorable wind will take the
ship safely away from the storm. This work of aeromancy has a difficulty of 10 points before duration or
invocation adjustments. Again, only spells cast within half an hour or less can do any good. The ship
must sail at least three hours to reach safety from the storm. The hero can try to save the ship with one
spell, or he can cast several of shorter duration.
Using a cryomancy spell to fill the ship with ice will keep it from sinking, as will an enchantment to
make it unsinkable. Either spell has a difficulty of 13 points before adjustments for invocation time or
duration, but only those cast in half an hour or less take effect quick enough to do any good. The ship
must ride out the storm for at least three hours before the squall blows out. To keep from being swept
overboard in the storm, heroes should attempt average Agility actions. Those who fall into the sea must
attempt a challenging Endurance action to survive. Heroes who suffer a mishap at either action drown.
Characters
The minotaurs belittle any physical action the hero attempts - they brought him along for his magic use.
Six crewmembers: Adult male minotaurs, belligerent demeanors, Adventurers, Co 5, Ph 8, In 4, Es 5,
Dmg +3, Def -2.
Outcome
Assuming the hero saves the ship, the minotaurs make port and describe the adjacent areas as he goes
ashore. If he was washed overboard but survives, a fisherman plucks him from the water and puts him
ashore, giving him clues about the next areas as he does so.
Save Me!
In this area, the hero is told to pluck two tender morsels from the jaws of a ravenous beast.
Overview
Foul-smelling smoke clouds the air around the sorcerer, and concerned-looking commoners run to and
fro, some carrying buckets, some clutching valuables or children. Through the smoke and clamor, the
hero can see a huge tenement wreathed in flame.
This Magic area can test the hero's command of cryomancy, aeromancy, geomancy, hydromancy, or
pyromancy.
The Test Continues
A woman and a child, crouching miserably at a window, remain trapped on an upper floor of the burning
building, awaiting rescue. A bucket brigade has formed, but it has little effect. A ladder tall enough to
reach the trapped people is at hand, but the flames engulfing the lower floors are so intense the ladder
and anyone climbing it would be incinerated before reaching the upper floor.
Actions
A sufficient volume of ice, snow, or water will quench the fire, as would a pyromancy spell (to dampen
the flames) large enough to cover the whole building. Such spells have difficulty ratings of 19 points
before invocation adjustments, but they must be cast within half an hour or less to save the people.
A sheet of ice large enough to cover one wall of the building would allow someone to scale the ladder
and make the rescue. This work of cryomancy has a difficulty of 13 points before adjustment for
invocation time, but faces the same time restrictions as those above.
A cryomancy or geomancy spell could make a pile of snow or a pit of mud deep enough to allow the
trapped pair to jump to safety. The spells have difficulties of 9 points before adjustment for invocation
time. However, an average Presence (Spirit) action is required to induce the two to jump.
Aeromancy could create enough rain to douse the fire; the spell has a difficulty of 20 points before
invocation adjustment. Should the hero try to create a wind strong enough to lift himself or another
rescuer to the top floor, his spell requires a difficulty of 16 points before adjustment for invocation time.
He also must succeed in an average Presence (Spirit) action to convince the pair to walk out into thin
air. He could try plucking them out of the window with aeromancy, but the pair would resist the attempt.
Characters
The members of the bucket brigade recognize the hero as a sorcerer and, if he hesitates, they demand he
do something. Six of them pursue and attack if the hero tries to leave without rescuing the woman and
child. The woman and child might resemble people the hero knows: The woman might be a sibling or
friend, while the child might be a childhood pal or rival.
Locals: Men, women, and children of various races and demeanors, Co 5, Ph 5, In 5, Es 5, Dmg +0
(unarmed), Def -0 (common clothing).
Outcome
If the hero saves the pair, the woman gives him a hug and whispers the clues to the adjacent areas.
Should the hero actually flee the area, he finds a charred signpost pointing out his possible paths.
Golden Fleece
The message to the hero indicates that he will attract great wealth.
Overview
In this Magic area, the sorcerer must fill a bushel basket with some of the legendary golden fleece.
The challenge here can test a creative hero's command of electromancy.
The Test Continues
The hero finds himself in a pleasant grove alive with birdsong and sunshine. Before him, a young blond
woman dressed in a loose tunic sits beside an old man who appears to be sleeping. The woman looks up
at the hero's approach, tears in her eyes. "My father is dying," she says. "All that can save him now is to
be covered in the golden fleece. But alas, I cannot fight the golden ram." She buries her face in her
hands and weeps softly.
Actions
The hero can acquire the necessary fleece by two means: He can track the ram to its lair, slay it, and
return with its hide, or he can gather tufts of its wool that have caught on bushes throughout the grove.
The hero cannot tame the ram, and the creature will not allow itself to be sheared.
Tracking the beast requires an average Perception action. Alternately, the hero can use a divination spell
(difficulty of 4 points before adjusting for invocation time) to locate the fleece, though spells lead first to
the tufts stuck on the bushes, not to the ram.
The hero can try to gather the wool without magic, but the fleece is difficult to find and even harder to
remove from the bushes; the ram attacks the hero after a few hours' work. A sorcerer proficient in
electromancy can charge himself with static, then simply move through the grove - the bits of wool will
fly to him through electrostatic attraction. The spell difficulty is 8 points before adjustments for
invocation and duration. By this method, it takes only an hour to gather enough wool to cover the
woman's father.
Characters
The huge and vicious ram will fight the hero to the death. It attacks on sight, with normal chances for
surprise on both sides. The hero may fight it with weapons or magic.
Golden ram: An animal, Co 8, Ph 9, In 2, Es 10, Dmg +4, Def -3.
Woman: Human female young adult, simple demeanor, Unknown, Co 5, Ph 5, In 5, Es 5, Dmg +0
(unarmed), Def -0 (common clothing).
Outcome
If the hero attacks the woman or refuses to aid her, this area's test ends in failure. Should the hero cover
himself completely with the fleece, either by gathering the wool or by wrapping himself in the ram's
skin, he finds any wounds or diseases healed. Giving the fleece to the woman leads her to tell him the
clues about the next areas.
The Jilted Lover
The sorcerer receives a message to the effect that he's gotten himself in hot water over the affections of a
lady.
Overview
In this Magic area, the unlucky hero must advance the matrimonial agenda of a particularly loathsome
ogress.
The Test Continues
The hero finds himself bound hand and foot, standing in a large cast-iron cauldron full of water. He can
see his possessions sticking out of a sack in the opposite corner of the room.
A large and especially ugly specimen of femininity turns from a huge table and throws a handful of
chopped vegetables into the pot with the hero. "Swampweed," she mutters. "Maybe another handful will
add some flavor." Turning again, she glares balefully at the hero. "Scrawny one. Only good for stewing.
But they say the way to a man's heart is through his stomach, and it's high time I got me a husband."
Alys, the ogress, is in search of a mate. No ogre has yet cast a romantic eye on her, but she remains
convinced that a pretty face or a good pot of stew will attract a man.
Actions
The hero can try to escape from the pot or offer to help the ogress get a husband in exchange for his
freedom.
To break or wiggle free of his bonds requires a daunting Strength or Dexterity action from the sorcerer.
If he suc- ceeds, he can climb out of the pot before the ogress notices. Assuming he just wants to free his
hands for spell-casting, the action difficulty falls to challenging. To flee the room, he must open the
range; he enjoys no trump bonus while bound. He can also try to escape with a summoning spell, but he
must cast off his bonds first. The spell has a difficulty of 16 points before adjustments for invocation
time.
After four minutes, Alys lights a fire under the pot and sits down at a table littered with pots of rouge
and kohl, plus brushes, combs, and beaded jewelry. She begins fussing with her hair and face. A
pyromancer or hydromancer can put out the flames, while a cryomancer or geomancer can create ice or
dirt to quell the fire. Any such spell involves 14 points of difficulty before adjusting for invocation time,
but Alys will notice the casting immediately and come to investigate.
"A sorcerer, are you?" she says with a gleam in her eyes. "I need a husband. Know any magic to make
me beautiful?" Alys will release the hero upon his promise to help her.
If the hero does not escape from the pot or volunteer to help Alys, she continues making him into stew.
Characters
Enchanting the ogress's cosmetics can enhance their ability to improve her appearance, or similar magic
directed at her cookpot can improve the quality of her stew. The difficulty for either of these spell
options is 6 points before adjustments for invocation time.
Alys the ogress: A hostile nonhuman, Co 5, Ph 13, In 3, Es 6, Dmg +5, Def -3, also thrown weapons.
Outcome
If the hero fails to escape or aid Alys in her romantic endeavors, he becomes her dinner. Should he
succeed in enchanting her cosmetics, cookpot, or other like item, a knock sounds at her door. The visitor
- a handsome fellow (for an ogre) - causes Alys to immediately forget about the hero, allowing him to
collect his belongings and depart.
A raccoon approaches the sorcerer outside the ogress's shack. It holds in its mouth a scroll describing the
next areas.
The Apple
The sorcerer receives a message touting the value of an apple a day.
Overview
In this Magic area, the hero must sneak a gem of great value out of a treasure trove past a pair of vigilant
guardians.
The Test Continues
The hero finds himself in a large chamber filled with all manner of treasure. With him is a companion,
Wendel, whom he recognizes as a recent acquaintance - a summoner of some skill.
Gold, gems, and jewelry lie heaped in untidy piles on the floor, and the walls are draped with rich
tapestries and brocades. "Told you I could get us in here," remarks Wendel with a smirk.
"I had a glimpse of this magical stash once before. Now we just have to find the tree, grab one of those
ruby apples the khan's daughter wanted, then I'll zap us right back to his tent. Just remember, touch
nothing here but the apple - that's what that Khur fakir said. Good thing we didn't have to come in past
those guardians out front, eh? Hey, there it is!"
Wendel points to a magnificent tree with a golden trunk and green leaves that sparkle in the lantern
light. From its branches hang perfect apples of ruby red. "Grab one and I'll - hey!" exclaims Wendel,
bending to pick up an object from the floor. "This looks like the ring I lost when..." Upon touching the
ring, Wendel crumples to the ground, dead.
Actions
Wendel succumbed to the fate of those who disobey directions on an enchanted quest. Hopefully, the
hero learned something from his demise.
Once he has secured an apple, the sorcerer must escape from the treasury. A summoning spell can
transport him back to a familiar area; the spell difficulty is 18 points before adjusting for invocation
time. If he spends more then five minutes casting, however, the guardians Wendel mentioned come to
investigate. A hero with no summoning ability must get past the guardians at the entrance: a pair of
animated statues that can detect items of value.
A transmutation spell using geomancy can change the apple into a lump of coal or worthless stone (4-
point difficulty), which the statues will not detect. Alternately, a geomancer could tunnel out (14-point
difficulty). The indicated spell difficulties do not include invocation adjustments.
Characters
The guardians are a pair of huge stone statues of elf warriors in full battle gear. They become animate
when anyone comes within ten feet of the entrance.
The statues can detect gold, silver, gems, and other items of value. If the hero tries to leave by the
entrance with any such items, including the apple, the statues move to block his path, swords drawn.
"Put it back," they demand, launching an attack if the hero does not turn back. The guardians stare
balefully at a hero carrying no items of value or magic, but they allow him to pass.
Wendel: Human male adult, roguish demeanor, Adventurer, Co 5, Ph 5, In 7 (49), Es 6, Dmg +0
(unarmed), Def -0 (common clothing), also summoning.
Two guardians: Animated statues, Co 8, Ph 12, In 9, Es 9, Dmg +10, Def -10, also detect items of value.
Outcome
Should the hero fail to escape or try to remove any item save the apple from the treasury, this challenge
ends poorly, and he must discard his last Test Card. If he retrieves the apple and escapes, he finds
himself in a grand tent, where the khan gratefully accepts the prize for his smiling daughter and an old
fakir tells him about the next areas.
The Great Fire
The hero smells smoke or learns about a town about to be reduced to ashes.
Overview
Entering a small town threatened by a raging forest fire, the sorcerer finds the citizens all looking to him
for help. The town might resemble one where the hero is well known. This situation can test
hydromancy, aeromancy, divination, pyromancy, or summoning.
The Test Continues
The hero finds himself walking down a dusty street in a little town. Though the forest all around him
blazes with autumn color, the air feels stifling. Every rain barrel and horse trough is bone dry. Clouds of
sooty black smoke ring the town, and the occasional hot, dry, breeze carries the smell of ash.
A group of frantic citizens rush up to the hero and beg for his help, explaining that the whole town is
ringed by fire. They must find a way to fight off the flames or be burned alive within twenty-four hours.
Actions
Some fairly straightforward hydromancy can supply the town with enough water to fight the flames. A
spell to replenish the water supply all at once has a difficulty rating of 20 points before adjusting for
invocation time, or the hero can use several spells to conjure smaller amounts of water - but to save the
town, he must finish that same day. Once they have water again, locals drape their roofs with blankets
and soak them down, allowing the town to survive with little damage.
An aeromancy spell can create rain to soak the town. Creating this much rain all at once has a difficulty
of 26 points before invocation adjustment. The hero cannot cover enough area to extinguish the forest
fire, however.
Pyromancy could douse the flames, but again, the hero can't put out the whole forest fire this way. Using
a spell with a difficulty of 17 points before adjustment for invocation time, he can quench fires in
individual buildings when they start. Only a spell cast in ten minutes or less can save a building. At least
eight such spells will be needed.
A divination might locate a new source of water for the town. Such a spell has a difficulty of 15 points
before invocation adjustment. The sorcerer must cast it within twelve hours of his arrival, as the
townsfolk need time to dig new wells.
Finally, a 20-point summoning spell (before invocation adjustment) could evacuate the town's
population to a place beyond the flames.
A hero who flees the town without helping out meets the creature that started the deadly blaze: a fire
elemental.
Characters
The townsfolk let the hero go if he won't help, saying they were hoping for a miracle, but the hero
clearly wasn't it.
Townsfolk: Men, women, and children of various races and demeanors, Co 5, Ph 5, In 5, Es 5, Dmg +0
(unarmed), Def -0 (common clothing).
Fire elemental: A monster, Co 6, Ph 48, In 5, Es 11, Dmg +15, Def -4, also trample, pyromancy.
Outcome
Should the hero flee without helping, the player must discard the Test Card he put down for this area. If
he saved the people but not the town, the player must discard his lowest Test Card, whereas saving the
town and the people requires no card loss. The grateful townsfolk tell their savior about the adjacent
areas. Otherwise, the hero hears what to expect from the fire elemental - as it launches its first
counterattack.
Two if by Sea
The hero receives a message warning of invaders from the sea.
Overview
The sorcerer faces the task of lighting two signal fires on a dark and stormy night. This Magic area tests
his command of pyromancy or spectramancy.
The Test Continues
The hero finds himself standing in the rain atop a cliff, looking down at a storm-tossed sea. An elderly
knight at his elbow peers into the darkness, then excitedly points out the invader's ship, a barely visible
black silhouette against the darkness. Smiling, the knight turns and claps the hero on the shoulder.
"So it's to be by sea, then! Climb up yonder and light the signal fires, and be sure to get them going in an
hour, or the enemy will surprise the garrison for sure. Keep both fires burning bright for at least an hour
after they're lit or nobody will see them."
Actions
If the hero does as ordered, he finds two small stone towers and a little hut.
Firewood has been piled up on the towers, and extra fuel lies all about. However, the rain has
completely soaked all the wood. A pyromancy spell with a difficulty of 9 points before invocation
adjustment could ignite the wood for one signal, as long as it the hero casts it within thirty minutes.
Once he has the fires lit, he must repeat the spells as he adds sodden fuel to them. If he starts a third fire
inside the hut, he can dry fuel for the signal fires and needs only one additional spell.
Two spectramancy spells with difficulties of 13 points before invocation adjustment can create lights big
and bright enough to serve as signal fires.
A spell cast at the ship will fail.
Characters
The knight stays at the cliff until the hero goes to light the fires. If the hero hesitates or refuses, the
knight cries, "Traitor!" and attacks. Should the sorcerer defeat or elude the knight - or fail to light the
fires - he must deal with a party of invaders the next morning. They attack to kill.
Knight: Human male elder adult, forthright demeanor, Master, Co 5, Ph 5, In 5, Es 5, Dmg +4 (cutlass),
Def -5 (plate armor).
Ten brute invaders: Hostile non-humans, Co 6, Ph 11, In 6, Es 8, Dmg +8, Def -5, also missile weapons.
Outcome
If the hero signals, the knight returns in the morning flushed with victory and tells him about the next
areas. A refugee fleeing the invaders offers clues to any hero who didn't signal but survived the brute
attack; however, his player must discard his last Test Card.
The Fugitive
The night can play tricks on the eyes, the sorcerer is told.
Overview
The hero must help a local constable apprehend an escaped felon in this Magic area, which tests his
practice of spectramancy and geomancy.
The Test Continues
As night is falling, the hero appears at the edge of a field that seems to stretch for miles. Nearby, six
peasants with pitchforks speak angrily with the local sheriff, who assures them justice will prevail.
Recognizing the hero, the sheriff approaches him for assistance in capturing an escaped criminal.
"He got away from me about here. I reckon he's out in that there field someplace waiting for dark, when
he can sneak away," explains the sheriff glumly. "But I can't comb yonder field by m'self, and they're
not much help," he continues, waving at the glowering peasants. "They'd just as soon kill him as look at
him, but he's got to stand trial first."
Actions
The hero can aid the sheriff in various ways. A spectramancer can light up the entire area to daylight
brightness, allowing the sheriff and peasants to easily spot the lurking fugitive. The difficulty of this
spell is 14 points before adjustments for invocation time and duration, and it has to last at least five
minutes to do any good.
A spectramancy spell also could produce simulated torchlight to convince the escapee that his pursuers
are upon him, causing him to break his cover. This 4-point spell (plus invocation and duration
adjustments) assumes the hero creates only one such area of torchlight but cannot roust out the villain
unless it lasts at least an hour.
A geomancy spell to create a small earth tremor (14-point difficulty without invocation adjustment)
would flush out the villain as well.
Characters
The sheriff goes along with the hero's plan or, if the hero has no ideas, he simply recruits him to help
sweep the field. The peasants, suspicious of both the hero and the sheriff, want to charge into the field
and slay the miscreant. They grudgingly let the law handle the situation, provided the fugitive is caught
before morning. Otherwise, they will turn on the sheriff and hero.
The fugitive is a dark elf, a nervous fellow who breaks cover and runs at the first sign that his pursuers
have spotted his hiding place.
Sheriff: Human male adult, practical demeanor, Rabble, Co 5, Ph 7, In 6, Es 5, Dmg +5 (scimitar), Def
-3 (chain mail).
Six peasants: Human men and women of varied age and demeanor, Co 5, Ph 5, In 5, Es 5, Dmg +5
(pitchfork), Def-0 (common clothing).
Fugitive: Qualinesti male young adult, resolute demeanor, Adventurer, Co 7, Ph 6, In 7, Es 8, Dmg +2,
Def-2 (leather), also missile weapons.
Outcome
Refusing to help find the fugitive means this challenge ends in failure and the player discards his last
Test Card. Searching the field unaided by magic will not suffice, either - the sheriff and hero will come
up empty-handed in the morning and face the wrath of the peasants. (The player merely loses his lowest
Test Card.) Should the hero aid in capturing the fugitive, the sheriff tells him about the next areas.
Otherwise, a peasant woman reveals the clues.
Caged
The hero receives a warning about a cat who hunts caged birds.
Overview
The sorcerer finds himself trapped in a cage suspended above a bottomless abyss. This Magic area tests
his summoning ability, though several other sorcerous schools might be helpful, too.
The Test Continues
Confined in a locked iron cage just large enough for two or three people, the hero can notice to either
side many similar prisons, all suspended from great chains that disappear upward into the darkness.
Each one hangs about a stone's throw from another. At almost the limit of his vision, the hero can see an
open cage with a knotted rope hanging out. Just beyond that hangs the vague outline of a cage with
something squatting on top.
Actions
Escaping the cage by bending the bars or picking the lock requires a daunting Strength or Dexterity
action. Turning a section of the bars into a metal or mineral that can be more easily bent requires a
transmutation spell using geomancy; the spell has a difficulty of 10 before adjusting for invocation time.
If the hero spends more than half an hour in the cage, a ghoul scrabbles down the chain overhead and
claws at him through the bars. The bars don't hinder this undead creature in the least, but force the hero
to attack with very light or light weapons only.
A sorcerer who wins free of the cage can try to leap to the next one or climb the chain. Climbing
requires a challenging Agility action; failing means the hero falls on top of his cage and suffers 1
damage point, whereas a mishap means he misses the cage and falls to his death. Even if he succeeds,
the climbing hero meets a ghoul clinging to the chain and must conduct combat. He cannot cast instant
spells while clinging to the chain and can employ only very lighter light weapons. If he defeats the
ghoul, he encounters another, then another - the chain is endless, as is the parade of ghouls.
Leaping to the next cage requires a daunting Agility action - but a ghoul attacks from above when the
hero reaches the next cage. If the action fails, the hero falls to his death.
An aeromancy spell (difficulty of 13 points before invocation or duration adjustments) can lift or lower
the hero. Anyone traveling upward in this fashion must land eventually and fight a ghoul, but he'll never
reach the top. If he descends, it takes a day to reach the bottom, so he must renew his aeromancy spell in
midair. Failure at a renewal spell, or allowing himself to free-fall, causes a hero to plummet to his death.
Using summoning spells or magical bridges, the hero can move between cages toward the rope that
dangles six cages away. Creating a stone or ice span requires an 11-point geomantic or cryomantic spell
(before invocation adjustment). However, the bridge-maker finds himself assailed by a ghoul during the
crossing. Summoning oneself from one cage to the next is just as difficult as creating a bridge, but at
least the ghouls leave the hero alone - as long as he remains in a cage at all times. And, as mentioned
earlier, the hero may spend no more than thirty minutes in any single cage.
One summoning spell with a difficulty of 12 points before adjustment for invocation time can bring the
hero to the cage with the rope in one jump, or bring the rope to the hero's cage. Because the hero can
neither see the exit nor surmise its location, he cannot escape the area via a summoning spell.
Finally, the "floor" below the cages is too far away for the hero to reach using an object he might create
with sorcery.
Characters
Ghouls first paralyze their victims, then devour them.
Countless ghouls: Undead, Co 5, Ph 6, In 3, Es 6, Dmg +6, Def -2, also paralyze.
Outcome
The hero leaves the area after descending to the floor.
Moving a Mountain
The hero receives the following cryptic message: "What cannot be scaled in one leap must be scaled in
small steps."
Overview
In this Magic area, the sorcerer must relocate a large monument in the desert.
The Test Continues
At the foot of a colossal stone statue of a dragon, the hero sees a man sitting on a block, wearing desert
garb and a disconsolate expression. "The wrong site. I built it on the wrong site," he moans to himself.
"How will I ever move it?"
Looking up at the hero's approach, the man recognizes him as a great sorcerer.
"Help me, Great One! I must move this statue five hundred feet south, over the true battle site where the
dragon lord defeated his Final foe. No other site will do." He paused, wringing his hands. "It means my
life!"
This man, Clotus, is a sculptor and architect, ordered by the local dragon lord to build a monument to his
glory. Though it took hundreds of workers to raise the granite statue, the Great Dragon decreed that
none shall help the hapless architect move it.
Actions
With an impossible Strength action, the hero can drag one block from the colossus about ten feet.
However, a transmutation spell can change a block from granite to chalk, enabling the hero and Clotus
to carry it easily to its new site, block by block, and reconstruct it there. The chalk block will revert back
to granite when the spell's duration lapses.
The statue contains five hundred blocks. Transmuting one block requires a 4-point spell (before
adjusting for invocation time and duration). Changing ten blocks at once increases the base difficulty to
12 points, while changing one hundred blocks at once makes it 16 points. To transmute the whole statue
at once, a sorcerer faces a base spell difficulty of 18 points.
Multiple blocks are too heavy to move at once, even when changed to chalk. However, once the hero
transforms them, Clotus can get hundreds of locals to assist, defying the dragon's orders. The locals need
about five hours to move all the blocks, but can move ten blocks in about eight minutes or one hundred
in just about an hour. The transmutation must last until all the blocks are moved or it doesn't help.
Characters
Clotus agrees readily to any plan the hero proposes.
Clotus: Human male adult, heedless demeanor, Unknown, Co 5, Ph 5, In 5, Es 5, Dmg +3 (stone
mason's tools), Def -0 (common clothing).
Outcome
Should the hero refuse to aid Clotus, this challenge ends in failure, and the player must discard the last
Test Card he put down. A hero who helped Clotus finds an inscription on the very top block describing
the next areas. Otherwise, a tearful Clotus offers the clues.
After the Test
Every sorcerer knows the serious consequences of a Test of High Sorcery. A hero killed during the Test
is slain, and his body returns to the Hall of Mages. If he came alone. Tower residents magically transport
his body into Wayreth Forest and forget all about him. Test survivors with unhealed wounds can recover
at the Tower. However, lost ability score points stay lost.
A Test veteran gains standing permission to visit the Tower. He can freely summon himself to the
foretower and generally enjoys only a short trip through Wayreth Forest - unless the Master does not
particularly want him to visit at that time. The copper dragon Clang, the forest's primary guardian (see
Chapter One), is inclined to let the hero pass unmolested, provided he has not offended her.
Items the hero collected in his Test remain in the mindscape, except rewards.
Items Rewards
In addition to Tower privileges, the hero can expect another reward for passing the Test. The nature of
this prize depends on the total value of the Test Cards left at the Test's end: The higher the total, the
more risks the hero undertook, and the greater his reward:
Card Total Hero's Reward
30 or less None
31-60 Reason increase
61-75 Trinket
76-90 Treasure
91-105 Artifact
106 or more Soulforge
Reason Increase
The Test has taught the hero something about himself, which grants him a free attempt to improve his
Reason score, according to the rules in Chapter One of the Book of the Fifth Age.
Trinket
The hero receives a minor item of magic, along with a free attempt to improve his Reason score (as
above). Perhaps a figure offers him the trinket before he exits the mindscape, or the Master might
present it to him after the Test. The Narrator selects the item.
Treasure
A magical treasure is awarded to the hero (as above). He may also attempt to improve his Reason score.
Artifact
The hero's efforts during his Test place him on a par with the most famed sorcerers of his generation. In
recognition, he receives a powerful, unique artifact, along with a free attempt to improve his Reason
score. Palin Majere received the Staff of Magius in this fashion.
Soulforge
The hero may be one of the most dedicated sorcerers ever to inhabit Ansalon. Powerful and influential
wizards like Justarius and Raistlin Majere exhibited similar determination during their Tests.
So rigorous was the hero's Test that it has reforged his very being. He earns a magical artifact (as
above), along with free attempts to improve both his Reason and Spirit scores. However, the experience
also transformed him in some fashion, to forever remind him of his Test and mark his dedication. The
Soulforge gave Justarius an obvious limp, while Raistlin was granted golden skin and hourglass eyes. In
game terms, this disfigurement neither harms nor helps the hero.
Quest for the Tower
Introduction: Unwelcome Visitors
To begin their "Quest for the Tower," the heroes, on a journey through the countryside, come upon a
patrol of Dark Knights and some captive villagers.
Overview
The Knights serve the dragon overlord Beryl and were hotly pursuing a band of rebel elves when the
Master of the Tower expelled them from Wayreth Forest, displacing them a considerable distance and
leaving them completely lost.
Getting Started
These Knights form part of Beryl's Wayreth border patrol, described in Chapter Two of Secrets of the
Tower. Chapter Three of that book explains the Master's technique of manipulating trespassers' spatial
perceptions to remove them from the forest.
This scene takes place near a bluff within sight of a human village. Its actual location may vary
according to the Narrator's needs, but it must lie outside Qualinesti on the round poster map (within five
hundred miles of the Tower).
First Impressions
You've been enjoying a nice, safe, boring walk down a country road that winds through an occasional
farming town. You haven't seen anything particularly interesting - until now.
The road ahead runs through a rustic village, really just a few huddled cottages. But the last one is on
fire! Thick, greasy clouds rise from what's left of the cottage's thatched roof, and tendrils of smoke seen
from the windows.
There's not a soul in sight, just the muddy road and a few discarded children's toys and farm tools. From
somewhere up the road comes the sound of voices raised in solemn, mournful song.
The Story Begins
When she realized she was lost, the Dark Knights' leader. Sir Kelci Nielow, initially assumed they had
become trapped in some sort of illusion and ordered her men to investigate the surroundings. One
discovered a village and wandered in, thinking the fugitive elves might have sought refuge there. The
locals didn't appreciate the dark paladin's intrusion and killed him in an ambush. His battle cries drew
the rest of his patrol, however, and they quickly rounded up the villagers. Knight-Warrior Nielow
marched them off to a bluff nearby, where she ordered her men to make camp until she could get her
bearings.
The heroes can easily put out the house fire, a pyromantic effect produced by one of the Thorn Knights
in Nielow's patrol, though the flames already have gutted the cottage. The wind is calm today, so there's
little danger of the fire spreading.
The song the heroes hear is a modified Solamnic requiem. (The original commends the fallen to Huma's
breast, but the Dark Knights substitute the name of their founder, Lord Ariakan.) A look down the road
toward the voices reveals only a rocky cliff face.
The Knights are burying their fallen comrade in a grave they forced the villagers to dig. The bound
townsfolk now sit propped against the cliffside. The two lockouts Nielow posted atop the bluff above
the camp have already spotted the heroes but, because they want information, the Knights let them
approach.
If the heroes don't attack on sight, Nielow invites them to talk, provided they keep their weapons
sheathed. One villager, however, immediately shouts, "It's a trap, there's two of 'em up on the bluff!"
Should the heroes remain nonhostile, one Knight silences the villager with a raised fist while the knight-
warrior renews her invitation.
Atmosphere
As the scene opens. Narrators should play up the abandoned village's forlorn appearance. The captive
villagers look equally pitiful - most of the men are bruised and bloody, while the women and children
look disheveled and unhappy, but uninjured.
The Knights appear proud, stiff, and cold in their elaborate plate armor decorated with death lilies and
skulls. They look very much the part of conquers.
Actions
Spotting the lockouts on the bluff high above requires a challenging Perception action if the heroes scan
the cliff face from the village. Looking from closer range drops the difficulty to average. Once the
villager shouts his warning, the heroes can see the sentries automatically.
Any cavalier, Knight, or Legionnaire recognizes the song, but it takes an average Perception action for
them to note the altered words. Otherwise, a hero can make an average Reason action to identify the
song's funereal nature.
Heroes approaching the Knights' campsite at the base of the bluff cannot achieve surprise or be
surprised.
The Battle
The shrubs and boulders ringing the Knight's camp force the heroes to draw to near missile range before
they can see the Dark Knight patrol.
In a fight, Nielow closes to melee range and attacks the heroes' leader. Her men fall in beside her,
striking anyone they can reach. (They must lay down their shields before using their bows, however.)
The lookouts atop the bluff - a Thorn Knight and a Lily Knight - stay at far missile range. The Knight of
the Lily fires his bow at anyone casting a spell or at lightly armored targets, while the Thorn Knight
casts pyromancy spells at other targets.
Characters
The Dark Knight patrol consists of Knight-Warrior Nielow, one Knight of the Thorn, plus one Knight of
the Lily for every two heroes (rounded up). The Thorn Knight has already used up 14 sorcery points
attacking the village.
These dark paladins have captured the village's entire population: six men, six women, and eight
children.
Knight Warrior Keici Nielow: Human female adult, somber demeanor, Champion, Co 7, Ph 9, In 6, Es
6, Dmg +10 (two-handed sword of distinction), Def -11 (horse shield of distinction, plate armor), also
missile weapons (great bow/+8).
Lily Knights: Human adults, various demeanors, Adventurers, Co 7, Ph 8, In 5, Es 6, Dmg +8 (two-
handed sword), Def-9 (horse shield, plate armor), also missile weapons (great bow/+8).
Thorn Knight: Qualinesti male young adult, observant demeanor, Adventurer, Co 6, Ph 6, In 8 (64), Es
8, Dmg +6 (broad sword), Def -7 (chain mail, horse shield), also sorcery (pyromancy, divination,
enchantment).
Villagers: Humans of varied age and demeanor, Unknowns, Co 5, Ph 5, In 5, Es 5, Dmg +0 (unarmed),
Def 0 (common clothing).
Outcome
From here, the adventure could take several routes:
- It progresses to Act One, Scene One if the heroes defeat the Knights or if they decide to negotiate with
them.
- Should the Knights defeat the heroes, the story shifts to Act One, Scene Two.
- If the party leaves without dealing with the Knights, the Narrator may turn to Act One, Scene Three.
Act One: A Busy Neighborhood
Scene One: Questions Answered
Heroes who defeated the Dark Knights in combat (or established a truce with them) have twenty grateful
townsfolk on their hands - and maybe a few badly wounded Knights, as well.
Overview
If the heroes manage to free the villagers without a fight, they can potentially trade information with
Knight-Warrior Nielow before her patrol starts the trek back to Qualinesti.
Getting Started
The scene takes place at the Dark Knights' campsite on the bluff. If the heroes have chosen to negotiate
with the Knights, the villagers will play a secondary role. However, the townsfolk become the scene's
focus if the heroes have defeated these agents of Beryl.
Chapter Three of Dusk or Dawn and the first two chapters of Night and Day describe Dark Knights'
general modes of behavior.
First Impressions
The Knights seem to have set up a hasty encampment at the base of a stony cliff. Bedrolls and packs lay
in precise rows in the grass.
A score ot villagers sit with their backs to the cliff, bound hand and foot. Ropes lash each villager to the
next person in line. There seem to be about a dozen women and children among the prisoners -
unharmed, though with tear-stained faces. Three men sitting with the other captives look wounded.
A freshly dug grave waits under a lone tree opposite the cliff. Three additional men hobble about with
ropes tied around their ankles. Until you arrived, they were busy filling the grave with their hands while
a number of Knights looked on.
The Story Continues
Assuming the heroes defeated the Knights, the villagers rejoice and beg to be untied. The emotional
townsfolk explain that they were just minding their own business when the Knights of Takhisis walked
out of the woods and started throwing their weight around. (The "woods" in question was Wayreth
Forest, temporarily bordering on this area.) In reality, however, one Knight came looking for
information and a fight ensued, which brought the other Knights running. If any Knights remain alive,
the villagers very much want to dispatch them.
Knight-Warrior Nielow, if questioned, explains that her patrol had recently been chasing some rebels
through the forest near the Ahlanlas River. The Knights lost sight of the elves and, when they tried to
backtrack and pick up their trail, they found themselves here.
Defeated or not, the Knights refuse to accept any recrimination for their actions. They maintain
(truthfully) that they got lost. The last they knew, they were in Qualinesti. All they want to do now is
report back to their commander. They insist that they did nothing to provoke the villagers into making
their cowardly attack on one of their patrol.
Should the heroes approach the Knights hoping to negotiate or talk with them, Nielow orders the
villagers to keep working. Once the three men have filled the grave, two Knights take them to search for
stones to pile over it. The Knights don't allow any of the captives to utter a sound.
As a favor to the heroes, the knight-warrior offers the villagers' lives in return for directions back to the
Qualinesti border and maybe a few provisions for the trip. She also wants the heroes' word that the
Knight's grave will remain undisturbed.
If the heroes give the Knights what they want, they finish burying their comrade, then break camp and
march off toward Qualinesti. Otherwise, the knight-warrior fully intends to hold a trial to determine
exactly who killed her comrade and execute the offender or offenders on the spot.
The villagers remain silent unless the Knights leave or are defeated in battle. When questioned, they
stick to their story: They were minding their own business when the Knights overran the village. They
refuse to accept blame for waylaying the lone Knight.
Atmosphere
The Knights remain cool and proud, no matter what the party does, eyeing any elf heroes with suspicion.
As long as the Knights control the camp, the villagers huddle in cowed silence. If the heroes want to
question the villagers in her presence, Knight-Warrior Nielow advises them not to waste their time
talking to cowards and liars.
The Knights believe they are the injured party in this scene, so play up their sense of wounded honor -
especially if the heroes seem to favor the villagers. The dark paladins speak movingly of young Cullum
Redmon, their fallen comrade, who lived for naught but honor and duty. They remind the heroes that no
Knight would attack anyone from behind, as the villagers did to poor Sir Cullum.
Once freed, the villages cannot contain their joy. They were absolutely sure they faced death - or worse -
at the Dark Knights' hands. If pressed, they admit they attacked first but insist that the Knights surely
would have attacked their village anyway.
Actions
Knight-Warrior Nielow feels wary of any elf heroes, forcing the party leader to attempt an easy
Presence (Spirit) action to convince her they are not part of the elven resistance. If the action fails,
Nielow insists that all elf heroes and characters lay down their weapons. In the event of a mishap, she
orders an attack.
An average Reason (Presence) action exposes the villagers' evasions of the truth regarding the Dark
Knights' attack, as described in the introduction.
Characters
This scene involves the following characters:
Knight Warrior Keici Nielow: Human female adult, somber demeanor, Champion, Co 7, Ph 9, In 6, Es
6, Dmg +10 (two-handed sword of distinction), Def -11 (horse shield of distinction, plate armor), also
missile weapons (great bow/+8).
Lily Knights: Human adults, various demeanors, Adventurers, Co 7, Ph 8, In 5, Es 6, Dmg +8 (two-
handed sword), Def-9 (horse shield, plate armor), also missile weapons (great bow/+8).
Thorn Knight: Qualinesti male young adult, observant demeanor, Adventurer, Co 6, Ph 6, In 8 (64), Es
8, Dmg +6 (broad sword), Def -7 (chain mail, horse shield), also sorcery (pyromancy, divination,
enchantment).
Villagers: Humans of varied age and demeanor, Unknowns, Co 5, Ph 5, In 5, Es 5, Dmg +0 (unarmed),
Def 0 (common clothing).
Outcome
From this scene, the adventure continues with Scene Seven.
Scene Two: Interrogated
The heroes lost a battle with the Knights of Takhisis. The dark paladins seem very interested in learning
about the area and the whereabouts of any elf rebels, but otherwise they treat the heroes generously.
Overview
In this scene, the Knights question the heroes and the townsfolk. If the heroes can convince the Knights
they're not from around here, the Knights let them go. However, an uncooperative group will have to
think of a way to escape or just sit tight and hope for rescue.
Getting Started
Assume the Dark Knights successfully rendered first aid (see Book of the Fifth Age, Chapter Four) to
any needy hero.
First Impressions
It's no wonder the Knights of Takhisis once conquered practically all ot Ansalon in less than a month.
The Dark Knights know how to fight, and you've got the cuts and bruises to prove it.
You and your defeated comrades have been hound hand and foot, then tied to each other, just like the
captured villagers you tried to rescue. You lie with your backs against a stony bluff.
All your wounds have been neatly bandaged with strips of clean linen. You note that the wounded
villagers haven't received similar attention.
You're just noticing how your bonds are beginning to cut into your flesh (you've been tied quite
securely) when tlie officer approaches you. She is a nice-looking woman, hut her face is hard, without a
trace of kindness. "You fought well," she says, "but not well enough to win."
Behind the woman, you see a few hobbled villagers piling rocks over the fresh grave you noted earlier.
The woman indicates the toiling prisoners with a toss of her head. "You're not malicious peasants like
them," she says. "No doubt you tell you were doing right. Still, you have been defeated in a fair fight,
and 1 now demand your aid. My men and I seem to have been transported here by some great magic.
We must return to our superiors in Qualinesti immediately. Tell me where we are and how to get back."
The Story Continues
The Knights strip the heroes of their armor, shields, and weapons, piling the confiscated equipment in a
big heap in the center of the camp. Knight-Warrior Nielow promises to let them go if they answer her
questions. Not only does she want to know where she is, she demands the heroes' assurance that her
comrade's grave will remain undisturbed after the Knights leave.
She interrogates all elf heroes closely, in case they turn out to be rebels or rebel sympathizers. She
refuses to release anyone she thinks is a member of the Legion of Steel (see "Actions"), due to the hatred
between the Knights and the Legion.
Nielow has no further interest in the villagers (they refuse to tell her anything) and will let them go as
well after the heroes cooperate. If the heroes don't like the knight-warrior's terms, they'll have to find a
way to escape. They might be able to work their bonds loose, but they'll still have to fight their way out
of the camp. Clever heroes might volunteer to help cover the grave with rocks - which puts improvised
weapons in their hands, though they would still have their ankles tied.
Atmosphere
Knight-Warrior Nielow is confident and uncompromising, but not cruel. She clearly dislikes the
villagers, and her troops drive the workers mercilessly. The terrified villagers cringe at the Knights'
every move.
Actions
Nielow studies each captured hero very carefully, noting aloud how each one performed during the
battle. At this time, every hero must attempt an average Presence (Spirit) action. Failing makes Nielow
conclude the hero is a Legionnaire; she will not release him, even if the heroes answer all her questions
honestly. Should the hero suffer a mishap, Nielow knocks him out with a blow from a mailed fist. If the
hero really is a Legionnaire, no card he plays for this action is trump.
Working the rope bindings loose requires a challenging Dexterity action. Successful heroes attract one
Knight's immediate notice. The dark paladin gets a free counterattack unless the hero makes an average
Presence (Perception) action to intimidate him.
Convincing the knight-warrior to let a hero help the villagers complete the grave requires an average
Presence or Reason (Presence) action. If the action succeeds, she lets the hero stand up and Knights
untie his hands but loop a strong rope around his ankles. The hero can't loosen the rope without being
noticed, but he can move around. No attempt a hobbled hero makes to change range is trump.
A hero who has gotten free can lunge for the pile of weapons by successfully opening the encounter
range.
The Battle
The heroes begin the scene within melee range of the Dark Knights but are quickly tied up. The Knights
make subduing attacks against any hero they catch trying to wiggle loose from their bonds. (Rules for
nonlethal attacks appear in Chapter Three of Night and Day from Heroes of Steel.) However, if attacked
with an improvised or concealed weapon, the Knights counterattack to kill.
The heroes might easily pick up rocks during this scene, either to use in melee combat or to throw at
near missile range. Narrators should treat a rock as a very light, light, or medium class weapon,
depending on its size, with a damage rating of +1, +2 or +3.
Characters
The following characters appear in this scene:
Knight Warrior Keici Nielow: Human female adult, somber demeanor, Champion, Co 7, Ph 9, In 6, Es
6, Dmg +10 (two-handed sword of distinction), Def -11 (horse shield of distinction, plate armor), also
missile weapons (great bow/+8).
Lily Knights: Human adults, various demeanors, Adventurers, Co 7, Ph 8, In 5, Es 6, Dmg +8 (two-
handed sword), Def-9 (horse shield, plate armor), also missile weapons (great bow/+8).
Thorn Knight: Qualinesti male young adult, observant demeanor, Adventurer, Co 6, Ph 6, In 8 (64), Es
8, Dmg +6 (broad sword), Def -7 (chain mail, horse shield), also sorcery (pyromancy, divination,
enchantment).
Villagers: Humans of varied age and demeanor, Unknowns, Co 5, Ph 5, In 5, Es 5, Dmg +0 (unarmed),
Def 0 (common clothing).
Outcome
From here, the heroes can choose from several possible paths.
- If they manage to escape but leave the villagers behind, the Narrator can turn to Scene Three.
- Should the heroes talk the Knights into freeing them, the story continues with Scene Seven.
- Escaping with the villagers also sends the heroes to Scene Seven.
- Finally, if the heroes can't talk their way out of this jam and seem to need help escaping - or if their
escape attempt seems to be failing - the Narrator may move to Scene Five.
Scene Three: Deputized
If the heroes avoided the opening encounter with the Knights or left the captured townsfolk in the dark
paladins' hands, they soon meet a Legionnaire named Anson Quickneedle and his apprentice, Barr. The
pair stops the heroes and tries to recruit them to help flush out "some marauding Dark Knights."
Overview
Not long ago, Anson and Barr spied the Dark Knights in their camp - they keep an eye on this area for
the Legion. They were heading for the nearest large town to build up their numbers when they met the
heroes. With help from Anson and Barr, the heroes should have little trouble defeating the Dark
Knights.
Getting Started
Narrators can glance at the rules for cover in Chapter Three of Night and Day (from Heroes of Steel) in
addition to the background on the Legion of Steel presented in Chapter Two of that book and in Chapter
Three of Dusk or Dawn.
First Impressions
The scene takes place in a rugged area with plenty of cover - perhaps a stand of trees, tall grass, or heavy
brush. Using their superior knowledge of the local terrain, Anson and Barr catch the heroes unawares.
You're making good time down the trail away from the village when a clear, bright voice makes you
jump right out of your skins. You've been ambushed!
A tall, handsome man clad in a green tunic seems to have materialized out of thin air. Actually, it
appears he rose up from a hollow in the ground. "Howdy!" he says with a grin wider than the New Sea.
"You folks really ought to get yourselves under some cover unless you're out here going dragon hunting.
There's a green one just over yonder..." He craned his neck, searching the sky. "Aw, shucks, musta hid
behind a cloud. Anyway, I'm what passes for the law 'round these parts, and I'd be much obliged if you
could help me and my deputy out with a little something." A youngish man in identical green now
stands behind some brush a few paces behind the speaker. He holds an empty crossbow in each hand.
"I'm Anson Quickneedle of the Legion of Steel, and this here's my associate, Barr."
The Story Continues
Anson really did see a green dragon flying in the area. It was working with the Dark Knights and got
transported here along with them. For the moment, the dragon isn't anywhere in sight.
If the heroes don't want to join Anson in his attack on the Dark Knights, the Legionnaire suggests that
the heroes stick with him.
"What's the matter?" he asks. "Would you rather fight a green dragon than just a few Dark Knights? Me
and Barr tracked 'em to just up yoncler.You probably passed 'em right by. Right by!"
However, if Anson just can't persuade the group to join him, he and Barr take their leave, slipping
quietly away and disappearing from sight as quickly as they came.
Atmosphere
Anson speaks with a slow drawl, while Barr smiles but says nothing at all. Anson doesn't like to take no
for an answer, and even pokes fun at the heroes if they refuse to join him.
Actions
Anson and his apprentice appear before the heroes at melee range. If the party decides to attack, the
Legionnaires immediately try to open the range, then quit the field - they're not interested in killing or
capturing the heroes.
Because of the rugged terrain, they have escaped when they reach near missile range. Any attempt from
the heroes to oppose this maneuver cannot be trump, as the Legionnaires know the terrain very well.
Characters
The Legionnaire Anson Quickneedle and his apprentice, Barr, carry similar equipment.
Anson Quickneedle: Human adult male, valiant demeanor, Champion, Ag 6C, Dx 6A, St 7A, En 7C, Re
8C, Pe 6A, Sp 6C, Pr 6B, Dmg +8 (two-handed sword), Def -6 (chain mail, target shield).
Barr: Human male youth, charismatic demeanor, Novice, Ag 5C, Dx 5A, St 6A, En 6C, Re 7C, Pe 5A,
Sp 5C, Pr 5B, Dmg +8 (two-handed sword), Def -6 (chain mail, target shield).
Outcome
If the heroes agree to help Anson attack the Dark Knights, the Narrator should use the background from
the introduction to fight the battle. The leader of the heroes plays cards on Anson's behalf. Leaders of
less than Champion reputation get to draw a Champion's Hand of Fate (five cards) for this battle only -
the extra cards reflect Anson's superior experience. Any card played on Anson's behalf is trump if it
involves physical combat with a Dark Knight. The party scout plays cards for Barr, using his normal
Hand of Fate.
- After the Knights' defeat, the story moves to Scene Seven. Anson takes surviving Knights into custody
and wonders aloud what their superiors will think of their failure (he's trying to recruit them for the
Legion).
- If the Knights capture the group, the adventure moves on to Scene Four.
- The Narrator goes to Scene Six if Anson and Barr fall in a fight with the heroes or if the heroes force
them to flee.
Scene Four: Barr's Inspiration
The heroes have failed to defeat the Dark Knights, even with help from Anson and Barr. However, the
senior Legionnaire, Anson, seems to have slipped away during the battle.
Overview
While the Dark Knights question the group, Barr tries to create a diversion that will help them all
escape.
Getting Started
This scene unfolds in much the same way as Scene Two, except that Barr has joined the heroes.
First Impressions
It's no wonder the Knights ot Takhisis once conquered practically all ot Ansalon in less than a month.
The Dark Knights know how to fight, and you've got the cuts and bruises to prove it.
You and your defeated comrades have been bound hand and foot, then tied to each other, just like the
captured villagers you tried to rescue. You lie with your backs against a stony bluft. Anson, the fellow
who got you into this mess, seems to have slipped away from the Knights during the battle.
All your wounds have been neatly bandaged with strips of clean linen. You note that the wounded
villagers haven't received similar attention.
You're just noticing how your bonds are beginning to cut into your flesh ( you've been tied quite
securely) when the senior Knight approaches you. She is a nice-looking woman, but her lace is hard,
without a trace of kindness. "You fought well," she says, "but not well enough to win."
Behind the woman, you see a few hobbled villagers piling rocks over a fresh grave. The woman
indicates the toiling prisoners with a toss other head.
"You're not malicious peasants like them," she says. "No doubt you felt you were doing right. Still, you
have been defeated in a fair fight, and I now demand your aid. My men and I seem to have been
transported here by some great magic. We must return to our superiors in Qualinesti immediately. Tell
me where we are and how to get back."
The Story Continues
After administering first aid as necessary, the Knights stripped the heroes of their armor, shields, and
weapons, piling the confiscated equipment in a big heap in the center of the camp. Knight-Warrior
Nielow, the senior Knight who addressed the group, promises to let them go if they answer her
questions. Not only does she want to know where she is, she demands the heroes' assurance that her
comrade's grave will remain undisturbed after the Knights leave.
She interrogates all elf heroes closely, in case they turn out to be rebels or rebel sympathizers. She
refuses to release anyone she thinks is a member of the Legion of Steel (see "Actions"), due to the hatred
between the Knights and the Legion.
Nielow has no further interest in the villagers (they refuse to tell her anything) and will let them go as
well after the heroes cooperate. If the heroes don't like the knight-warrior's terms, they'll have to find a
way to escape. They might be able to work their bonds loose, but they'll still have to fight their way out
of the camp. Clever heroes might volunteer to help cover the grave with rocks - which puts improvised
weapons in their hands, though they would still have their ankles tied.
While the heroes ponder Nielow's offer, Barr whispers to one of them, "I got an idea. Just follow my
lead."
Then he addresses the senior Knight, offering to help cover the grave with stones. Looking him over,
Nielow says accusingly, "You're a Legionnaire, aren't you?" Barr gulps, but she signals her men to
release him. The Knights lead him away, still hobbled, to haul rocks.
Later, Barr tries to attack his guard with a rock, but all he manages to do is drop it on the Knight's
armored foot.
Atmosphere
Knight-Warrior Nielow is confident and uncompromising, but not cruel. She clearly dislikes the
villagers, and her troops drive the workers mercilessly. The terrified villagers cringe at the Knights'
every move.
Barr seems very nervous - he knows the Knights will kill him now that they realize he's a member of the
Legion.
Actions
The heroes have an excellent chance to get free while the Knights laugh at Barr's pitiful escape attempt.
Working their bindings loose requires a challenging Dexterity action. Heroes who get free during Barr's
distraction go unnoticed, which gives them a free action.
Otherwise, freed heroes attract one Knight's immediate notice. The dark paladin gets a free
counterattack unless the hero makes an average Presence (Perception) action to intimidate him. The
Knights make subduing attacks, as described under "Nonlethal Attacks" in Chapter Three of Night and
Day from Heroes of Steel. However, if attacked with an improvised or concealed weapon. Knights
counterattack to kill.
A hero who has gotten free can lunge for the pile of weapons by successfully opening the encounter
range.
Once the Knights set Barr to work picking up rocks, they don't let anyone else loose; any further efforts
to get onto the rock-carrying detail fail.
Any attempt a hero makes to flee the camp with an open range action is automatically trump. Anson
lurks outside, and has prepared some traps and an escape route that will foil pursuit.
The Battle
The heroes begin the scene within melee range of the Dark Knights but are quickly tied up. The pile of
their weapons and other possessions lies at near missile range from them.
Freed heroes might easily pick up rocks during this scene, either to use in melee combat or to throw at
near missile range. Narrators should treat a rock as a very light, light, or medium class weapon,
depending on its size, with a damage rating of +1, +2 or +3.
Characters
Knight Warrior Keici Nielow: Human female adult, somber demeanor, Champion, Co 7, Ph 9, In 6, Es
6, Dmg +10 (two-handed sword of distinction), Def -11 (horse shield of distinction, plate armor), also
missile weapons (great bow/+8).
Lily Knights: Human adults, various demeanors, Adventurers, Co 7, Ph 8, In 5, Es 6, Dmg +8 (two-
handed sword), Def-9 (horse shield, plate armor), also missile weapons (great bow/+8).
Thorn Knight: Qualinesti male young adult, observant demeanor, Adventurer, Co 6, Ph 6, In 8 (64), Es
8, Dmg +6 (broad sword), Def -7 (chain mail, horse shield), also sorcery (pyromancy, divination,
enchantment).
Villagers: Humans of varied age and demeanor, Unknowns, Co 5, Ph 5, In 5, Es 5, Dmg +0 (unarmed),
Def 0 (common clothing).
Anson Quickneedle: Human adult male, valiant demeanor, Champion, Ag 6C, Dx 6A, St 7A, En 7C, Re
8C, Pe 6A, Sp 6C, Pr 6B, Dmg +8 (two-handed sword), Def -6 (chain mail, target shield).
Barr: Human male youth, charismatic demeanor, Novice, Ag 5C, Dx 5A, St 6A, En 6C, Re 7C, Pe 5A,
Sp 5C, Pr 5B, Dmg +8 (two-handed sword), Def -6 (chain mail, target shield).
Outcome
Heroes who answer the Knights' questions can go free but must leave Barr. As they depart, Anson
attempts a rescue.
- The Narrator turns to Scene Five if the heroes assist the Legionnaire, if they need help escaping, or if
their escape attempt seems to be failing.
- Leaving Anson and Barr to their fate takes the adventure to Scene Six.
Scene Five: The Rescue
An unexpected spell assault gives heroes a chance to escape the Dark Knights.
Overview
Anson, a Legionnaire, stands ready to assist the heroes. He has been tracking the Dark Knights and
might have just escaped from their camp (see Scene Four). He has recruited Trenna, a wandering
sorceress, to help him rescue the heroes and villagers. The two surprise the Knights while they try to
wrangle information from their captives, one of whom is Barr, Anson's apprentice.
Getting Started
The Narrator can refer to Chapter One for background and game information on Trenna, introduced in
this scene.
First Impressions
If the heroes are not already in the midst of battle when this scene opens, the Narrator should make it
clear that their evasions have infuriated the Dark Knights, who move to attack them.
Several angry armored Dark Knights wheel and close in on you. Somehow, you hadn't quite figured on
dying at the base ot a strange cliff surrounded by wailing villagers and angry Knights. The air rings with
the metallic clangs of weapons and armor - enough, it seems, to account tor three times as many Knights
as you see before you.
Wait! The metal in the pile ot your confiscated equipment has come to life! With a flash of ruddy light,
the heap ot weapons in the center of camp rises and flies outward in a whirlwind of steel. About a bushel
of loose stones joins your arms and armor in the whirling mass.
The cloud cuts your opponents to shreds! Say, is that your own sword headed straight for your forehead?
The Story Continues
This assault, compliments of Trenna, fells enough Dark Knights for the heroes to work free and win the
battle.
When the dust settles, the heroes see a tall, handsome man in a green tunic standing near the camp,
sword in hand. This is Anson, a member of the Legion of Steel. Trenna, an aging sorceress carrying a
staff, stands next to him.
As the spell ends, the weapons all fall to the ground with a clatter. The grinning Legionnaire whoops
and claps the woman on the shoulder. He's impressed with her magic.
Anson runs over to free a young man near you from his bonds: this is his apprentice, Barr. Clapping him
on the shoulder, Anson congratulates Barr for his "good work" in distracting the Knights while Trenna
prepared her spell (whether the youth actually did anything or not). The mild apprentice, who had been
looking somewhat crest-fallen, perks up at the words.
Atmosphere
Trenna's spell produces a spectacular show of gleaming, whirling metal. Narrators should use expansive
gestures as they describe the whoosh the equipment makes sailing through the air. The heroes' own
weapons look sharp and deadly as they streak though the air right at them.
It's best to leave one or two Knights standing after the attack, so the heroes can have the satisfaction of
delivering the final blows themselves.
Actions
Unfortunately, the heroes run a slight risk of getting caught in Trenna's stunning rescue spell. To avoid
the cloud of weaponry, each hero must attempt an easy Agility action. Failure results in the loss of the
hero's lowest card. If he had only one, he falls unconscious.
After the battle, the heroes may recover their scattered equipment after a bit of a search (an average
Perception action). If the action fails, the hero may try again to find his things. A mishap indicates he
has found all his possessions, but something has been damaged or destroyed (Narrator's choice).
Characters
Knight Warrior Keici Nielow: Human female adult, somber demeanor, Champion, Co 7, Ph 9, In 6, Es
6, Dmg +10 (two-handed sword of distinction), Def -11 (horse shield of distinction, plate armor), also
missile weapons (great bow/+8).
Lily Knights: Human adults, various demeanors, Adventurers, Co 7, Ph 8, In 5, Es 6, Dmg +8 (two-
handed sword), Def-9 (horse shield, plate armor), also missile weapons (great bow/+8).
Thorn Knight: Qualinesti male young adult, observant demeanor, Adventurer, Co 6, Ph 6, In 8 (64), Es
8, Dmg +6 (broad sword), Def -7 (chain mail, horse shield), also sorcery (pyromancy, divination,
enchantment).
Villagers: Humans of varied age and demeanor, Unknowns, Co 5, Ph 5, In 5, Es 5, Dmg +0 (unarmed),
Def 0 (common clothing).
Anson Quickneedle: Human adult male, valiant demeanor, Champion, Ag 6C, Dx 6A, St 7A, En 7C, Re
8C, Pe 6A, Sp 6C, Pr 6B, Dmg +8 (two-handed sword), Def -6 (chain mail, target shield).
Barr: Human male youth, charismatic demeanor, Novice, Ag 5C, Dx 5A, St 6A, En 6C, Re 7C, Pe 5A,
Sp 5C, Pr 5B, Dmg +8 (two-handed sword), Def -6 (chain mail, target shield).
Outcome
Anson introduces Trenna (as well as himself and Barr, if he hasn't already) and tells the heroes how
lucky they are he ran across the sorceress. Anson takes any surviving Dark Knights into custody and
wonders aloud what their superiors will think of their failure (he's trying to recruit them for the Legion).
The story then moves to Scene Seven.
Scene Six: Green Death
If the group evaded a second chance to be heroic by refusing to assist Anson and Barr, the heroes now
must face an even greater challenge.
Overview
Iclor, a small green dragon working with the Knights of Takhisis, has been flying about, keeping an eye
on the band of Knights and getting the lay of the land. He watched the meeting between Anson and the
heroes and moves to attack after the two Legionnaires depart, figuring the Knights can handle them.
Getting Started
A dragon's many powers and forms of attack are described in the Book of the Fifth Age, Chapter Six.
This scene takes place in a fairly rugged area with terrain similar to that in Scene Three: trees, tall grass,
heavy brush, or the like.
First Impressions
It's been hard going for the past few hours, and you're in great terrain lor an ambush. There's lots of
bumps and hollows for archers to hide in - the way that crazy Legionnaire you met did - and plenty of
tangled undergrowth to restrict your vision. Fortunately, there's been no sign of green dragons living
about, though the sky appears to have gotten pretty cloudy.
Though the ground underfoot seems fairly dry, there must be some kind ot swamp or bog nearby,
because whole squadrons of biting flies hover around your head, looking for nice, soft flesh. The terrain
seems to rise a hit to your left, and you can sec a rocky outcrop above the slope. There might be fewer
bugs over there.
The Story Continues
Iclor was working with Knight-Warrior Nielow's talon of Knights chasing down the elf renegades in
Qualinesti and found himself transported here along with them. When Anson and Barr headed off in
Nielow's direction. The green dragon decided to take the heroes on himself, since they seemed to be
moving away from the Knights' camp.
Iclor has been watching the party from the clouds - he even created a few new ones to give him more
cover. Right now, he's riding a thermal over the rocky outcropping. He has just used an aeromancy spell
to drive the biting insects toward the heroes as a little push to move them toward the outcrop. He also
enchanted the rocks on the outcropping to make them very slippery. He expects some heroes to slip and
tumble down the slope.
Atmosphere
Narrators who have ever been on a hike that proved much less pleasant than they expected can relate to
the heroes' situation at the beginning of this scene. The trail always seems to be going up, forcing them
to clamber over fallen logs and loose stones that make the footing treacherous. Annoying flying insects
buzz around their faces all the time - the heroes just can't get rid of the little pests.
Actions
A hero scanning the sky might spot Iclor flitting between the clouds; the party scout may attempt a
challenging Perception action. Those who do notice the dragon can't quite tell how big or exactly how
far away it is - it's either a really big dragon far away or a smaller dragon much closer. In either case,
Iclor vanishes behind a cloud again about ten minutes before his attack.
If the heroes decide to climb the slope to avoid all the bugs, the pests stay with them until they reach the
rocks. The party scout can make an average Perseption action to note how unusually smooth and shiny
the rocks look.
When the party ventures onto the rocks, each hero must attempt a challenging Agility action. (Those
who've been warned of the slippery conditions find the action average.) Anyone who fails the action
slips and tumbles down- slope a short distance, stopping at near missile range from the rest of the group.
A mishap results in a long slide all the way to the base of the slope. The unfortunate hero suffers 5
damage points (defense ratings don't apply) and comes to a stop at artillery range from the group.
If the party chooses not to climb the slope, they can drive off the insects in several ways. An aeromancy
spell large enough to cover the whole party does the trick, provided its spell effect difficulty is at least 2
points. The heroes also can drive them off with torches or a smoky fire.
The Battle
When the heroes reach the rocks, Iclor begins a dive attack. If they decide not to climb the slope, he
glides down out of the clouds and uses an alteration spell to turn a hero into a sheep (which is how he
views most humans in the first place). Then he begins his dive.
When Iclor attacks, the heroes must attempt an action to avoid surprise, as described in Chapter Four of
the Book of the Fifth Age; they cannot surprise Iclor. If they spotted the dragon earlier, the action is
automatically trump. However, if the insects still bedevil them, they receive no trump bonus for the
surprise action - it's hard to look out for danger when you've got a face full of bugs.
After his dive attack, Iclor lands and begins a series of melee attacks against the heroes. (Narrators
should note that he can attack everyone within melee range in the same exchange.)
At any time during the dragon's attack, the heroes might find it prudent to flee. Heroes can be assumed
to have quit the field when they reach far missile range, provided that Iclor has landed. In the air, the
dragon can follow the heroes all the way out to visual range, and pursues anyone he can see.
A fleeing hero can try to duck under cover to escape the dragon's notice. To do so, he must be at artillery
or visual range and he must attempt an average Reason (Perception) action against the dragon. When
several heroes are fleeing together, all must succeed for the cover to be effective. If the hero suffers a
mishap, the dragon automatically closes range and executes a dive attack on the hero and everyone near
him.
Should Iclor have to pursue fleeing heroes, he might create a huge blast of wind that covers the entire
group, inflicting 5 damage points upon anyone who fails a resistance action.
Characters
Iclor: A male young green dragon, malicious demeanor, Co 9, Ph 39, In 8 (64), Es 8 (64), Dmg +12, Def
-8, also dragon breath, swallow whole, dragonawe, dive attack, sorcery (enchantment, aeromancy,
transmutation), mysticism (alteration).
Outcome
From here, the adventure could take one of two routes:
- If Iclor defeats the heroes, the adventure ends for them. Narrators can allow players to create new
heroes, who begin play with Scene Seven.
- Should the heroes manage to defeat or evade Iclor, Anson and Barr appear after about an hour. "My,"
the elder Legionnaire says, "you did go hunting dragons!" The story continues with Scene Seven.
Scene Seven: Hail the Heroes
The grateful villagers throw an impromptu party to celebrate their deliverance from the Dark Knights -
no matter how it was finally achieved.
Overview
The heroes get invitations to the feast, either as saviors and guests of honor or as fellow victims. New
heroes can appear at the party as traveling visitors. The group might be called upon to tell stories, dance
with the locals, or engage in some form of friendly competition.
Getting Started
The scene takes place in the open air, behind the row of cottages described in the introduction. All
heroes wounded during the previous scene have received first aid, either from each other or from Anson
and Barr. If a wounded hero became separated from the group during the previous scene and could not
receive first aid (or if the group never encountered the two Legionnaires), the villagers give him a foul-
tasting herbal brew that restores one card.
Trenna's description and game information appear in Chapter One.
First Impressions
Narrators should adjust the text below as needed for any new heroes entering the story here.
It's amazing what a few hours have done for the miserable-looking crowd of commoners you first saw in
the clutches of the Dark Knights. A big pile of building supplies has sprouted up next to the burned-out
cottage. No doubt repairs will be swiftly made. Despite their cuts and bruises, the locals smile as they
bustle about preparing to celebrate their deliverance from the Knights of Takhisis.
A barn door hastily removed from its hinges serves as a huge dining table, and some wonderful aromas
drift out from the remaining cottages, whetting your appetite.
A small contingent of folks from a neighboring village also have appeared, including a hulking fellow
with brawny arms, a brightly garbed juggler (probably an itinerant entertainer) and a couple musicians.
The Story Continues
At the celebration, the heroes enjoy roasted potatoes, heady ale, fresh bread, and assorted game. The
juggler the heroes saw performs acrobatic feats during the meal and also juggles flaming brands, fragile
cups, and several knives.
As the evening deepens and the stars come out, the villagers light a big bonfire and call for stories; they
expect the heroes to oblige.
After the storytelling, the musicians take up their instruments and the villagers begin dancing. Again, the
heroes are expected to join in. An elderly man approaches the female hero with the highest Presence
score and invites her to dance with his son - the hulking fellow the heroes saw before the feast. He's an
apprentice blacksmith who proves an enthusiastic but clumsy dancer.
Heroes who avoid dancing are invited to make a friendly wager on a knife-throwing contest with the
juggler. Sometime during the evening, Trenna approaches a male hero and wants to dance - it seems the
young blacksmith has been dancing her to death. (If there are no male heroes present, Trenna attempts to
hide behind a female hero.)
Atmosphere
Here's a chance for the heroes to take a breather and enjoy their status as extraordinary figures. The
villagers treat them the way most people would treat professional athletes who suddenly arrived among
them.
When it comes to participating in the festivities, the villagers won't take "no" for an answer. At
storytelling time, they shout and clap until someone holds forth. Likewise, at least one hero winds up
among the dancers, even if the villagers must drag him - though they prefer to launch a barrage of
compliments and coax the hero before getting physical: "I would be so honored if such a valiant warrior
would dance this reel with me, kind sir. Please, everyone is watching! What shall I say if you refuse?
Surely one dance cannot be as unpleasant as fighting an Evil Knight?"
Actions
Impressing the crowd with a story requires an easy Presence action. Success brings polite applause and
general appreciative comments. An action score of 11 points or higher brings wild enthusiasm of a type
appropriate to the tale (laughter, tears, or whatever). A mishap, on the other hand, brings good-natured
laughter at the storyteller's gaffe.
Dancing requires an easy Agility action. Failure means no one else seems interest in shaking a leg with
the hero for the rest of the evening. A mishap brings about a spectacular accident: Perhaps the hero gets
an ember from the bonfire in his shoe or kicks over the banquet table. Dancing's difficulty rises to
average for a hero partnered with the young blacksmith, who tends to stomp on a lady's toes. Failure
here results in a -1 action penalty for the rest of the scene (due to a numbed foot).
The knife-throwing contest requires an easy wealth action to come up with a wager. Winning the contest
requires an average Dexterity (Dexterity) action. The juggler is willing to compete until he has lost three
times. Each time a hero wins, he can claim a +1 action bonus to a future wealth action.
Staring down the young blacksmith who has come looking for another lance from Trenna requires an
average Presence (Spirit) action. If it fails, the blacksmith drags the woman off to dance unless the
heroes physically intervene. In the event of a mishap, the blacksmith becomes offended and tries to
punch the hero. If the heroes don't return the attack, the villagers run the blacksmith out of town.
Otherwise, the villagers let the heroes pound the smith into the dirt, and the party ends on a sour note.
Characters
The festivities certainly drew a wide assortment of colorful characters. The apprentice blacksmith, who
smells of sweat and coal smoke, considers himself a suave fellow, but he's really a lummox and a
hayseed. On the other hand, the juggler is smooth, well-traveled, and clear-headed enough to stay out of
trouble. Trenna looks quite fetching in the firelight, which hides her aged appearance (see Chapter One).
If the heroes have not yet encountered the Legionnaires Anson and Barr, they should run into them in
this scene.
Two dozen villagers: Humans of varied age and demeanor, Unknowns, Co 5, Ph 5, In 5, Es 5, Dmg +0
(unarmed), Def 0 (common clothing).
Blacksmith: Human young adult male, purposeful demeanor, Rabble, Co 5, Ph 7, In 5, Es 5, Dmg +2
(improvised weapon), Def -2 (leather armor).
Juggler: Half-elf adult male, clever demeanor, Adventurer, Co 7, Ph 5, In 5, Es 5, Dmg +2 (improvised
weapon), Def -2 (leather armor).
Anson Quickneedle: Human adult male, valiant demeanor, Champion, Ag 6C, Dx 6A, St 7A, En 7C, Re
8C, Pe 6A, Sp 6C, Pr 6B, Dmg +8 (two-handed sword), Def -6 (chain mail, target shield).
Barr: Human male youth, charismatic demeanor, Novice, Ag 5C, Dx 5A, St 6A, En 6C, Re 7C, Pe 5A,
Sp 5C, Pr 5B, Dmg +8 (two-handed sword), Def -6 (chain mail, target shield).
Outcome
When the heroes have celebrated long enough, the adventure continues with Act Two, Scene One.
Act Two: Get the Gauntlet!
Scene One: Trenna's Offer
After the celebration in Scene Seven on Act One, Trenna asks the heroes to accompany her to the Tower
of High Sorcery at Wayreth.
Overview
Trenna doesn't tell the heroes the exact truth about herself, but explains that she seeks to have a curse
removed.
Getting Started
The Narrator should study Trenna's story in Chapter One before playing this scene. In addition, the
Narrator might review Chapter Three, in case the subject of Tests of High Sorcery arises.
The scene takes place at the site of the villagers' celebration on the following morning.
First Impressions
The heroes awake feeling a bit groggy, plagued with aches and pains from the exertions of the previous
day.
Those who celebrated a little too heartily the night before can add light heads and wooden tongues to
their lists of ills.
A number of townsfolk arc up and about before you. A lone man chops firewood outside one cottage,
and a team of rowdy youngsters apply themselves to clearing away the debris from last night's
festivities.
The villagers have laid out breakfast for you. Trenna - the woman who drew unwanted attention from
the young blacksmith last night - is seated already, though she doesn't seem to have touched her food.
The Story Continues
In fact, Trenna seems more interested in speaking with the heroes than in eating her breakfast. There's
nothing wrong with the food, it's just that Trenna has very little appetite (This sentient magical artifact
does need to eat while in human form, though.)
Trenna would like to know how the heroes came to be in this part of the world and whether they have
any important errands to complete. She listens attentively to their reply. If the heroes launch into any
detailed stories of their exploits, they soon draw an audience - the kids who've been cleaning the area
would rather listen to stories than do their work. If the heroes pay them any attention, the kids beg for
more stories and ask for demonstrations of magic or swordplay as well. This sort of thing continues for
quite a while until the heroes send the kids packing or one of the villagers appears and sets the kids back
to work.
When Trenna has the heroes' attention again, she explains that she is trying the reach the Tower of High
Sorcery at Wayreth. She claims to suffer from a curse that makes her ill when she uses magic. "Part of
me dies each time I cast a spell," she laments. She hopes the sorcerers at the Tower can help her. She
also adds, blushing, that she would very much like to meet the Master of the Tower.
Trenna might reveal any of the following points in response to questions or comments from the heroes:
- The Tower lies many leagues away, but the-trip could be very short nonetheless, as the Tower tends to
move around and might actually be closer that it seems.
- The trek to the Tower could be a bit dangerous - that's why Trenna seeks some companions. Dark
Knights, banshees, green dragons, and who knows what else lie in wait for vulnerable travelers such as
lone women.
- Trenna comes from Sanction and has been journeying for weeks already. She found the matter of the
mysteriously appearing Dark Knights (from Act One) interesting enough to delay her only a while.
- If the heroes ask Trenna about the spell she cast in Act One, Scene Five, she just shrugs. "Sorcery is a
matter of feeling magic flow through you." she says. "I don't know how I do these things - I just do
them. Except now, casting spells makes me ill."
- Trenna says she acquired her curse from an ancient temple she found beneath the city of Sanction. She
apparently went some place where she wasn't welcome.
- If the heroes want to hear the tale of Trenna's adventures on her journey, she shrugs again. She took a
ship from Sanction to the island of Schallsea, where she met a captain who wanted to sail her back to
Sanction again - it seemed he wanted a spellcaster to help fend off dragons. The fellow wouldn't take no
for an answer, and eventually she used a spell to "convince" him. She eventually fond another ship to the
mainland and wound up here.
Trenna isn't really suffering from a curse, and she didn't come from Sanction (though she did pass
through the city). The rest of her tale is true enough.
Regardless of the result of their discussion with Trenna, the heroes are free to remain in the village for a
bit, resting and healing their wounds before continuing with the adventure.
Atmosphere
Trenna is insistent but not desperate. If the heroes seem reluctant to help her, she won't try to magically
compel them, nor will she offer them wealth or magical rewards. If they refuse, she does wonder aloud
what the heroes might have to do that's more important than lending aid to a fellow traveler - and
visiting one of the most mysterious sites in Ansalon to boot.
Should the heroes refuse Trenna's request, some of the villagers scowl at them-they expected a little
gallantry from the party.
Actions
A hero who can cast spells of any sort might wish to "talk shop" with Trenna. If he succeeds in an
average Reason (Presence) action, he notes that Trenna doesn't seem to know much about sorcery at all.
If challenged, Trenna casts a simple (5-point) spell, such as lighting a fire or temporarily turning a fly
into a songbird. The effort reduces her sorcery point total to 253 points and causes her to lose 1 point
from one ability score of the Narrator's choice. When she loses the point, she seems to age slightly right
before the heroes' eyes.
Characters
Though Trenna looks human, she actually is an item of magic - not a living being at all. Mystical spells,
including works of sensitivity, reveal nothing about her.
Outcome
From here, the heroes can choose one of two possible paths.
- If they agree to accompany Trenna to the Tower of High Sorcery, the adventure moves on to Scene
Two.
- Should they decide not to accompany Trenna, the Narrator may turn to Scene Three.
Scene Two: Gotcha!
If the heroes accept Trenna's offer, they set out together for the Tower. The sorceress seems to know the
way.
The group hasn't gone far when a trio of dwarves hails them.
Overview
When the dwarves catch up with the party, they accuse Trenna of stealing a magical gauntlet known as
Ventyr from Thoradin's treasury.
Getting Started
The section on dwarves in Chapter Two of the Book of the Fifth Age should help Narrators portray the
mountain dwarf characters vividly and effectively. Chapter Two of Dusk or Dawn describes the realm of
Thoradin, while Chapter One of this book offers the truth about the artifact the dwarves seek.
The scene takes place in fairly open terrain, plains, rolling hills, or a road.
First Impressions
If the heroes took time to rest after the celebration in Act One, Scene Seven, all their wounds have
healed fully.
You've been on the trail tor a week now, and Trenna says many miles still lie between you and the
Tower - unless it decides to come and find you. So far, the Tower hasn't shown any signs of rolling out
the red carpet.
Something seems to have found you, however. A figure standing on a low rise ahead seems to he waving
a scarf or cloak at you. It must see you looking its way, because it begins bouncing up and down and
waving all the harder. The figure seems a tad shorter and perhaps a hit broader than a human. As vou
sludy it, two similar figures come to join the first one. Now the whole trio seems to he waving at you.
The Story Continues
The three figures are a scouting party from the faraway realm of Thoradin. Although the dwarves regard
Ventyr as one of their national treasures, they remain unaware of its power to take human shape. When
Ventyr assumed the form of Trenna and was spotted fleeing, the dwarves naturally believed a human
woman had stolen the gauntlet.
As the scene begins, the dwarves stand at visual range but want to approach and speak to the heroes. At
that distance, they don't even recognize Trenna. When they draw closer, however, the sight of the
sorceress excites them. The mystic in the trio casts a quick spell on her (a sensitivity spell to read her
mind from near missile range), but it has no apparent effect.
The dwarves quickly explain that they suspect "that woman" (pointing at Trenna) of stealing a very
powerful item of magic from them. They wish to search the party's belongings. If the heroes refuse,
Trenna encourages them to cooperate but doesn't press the issue.
Should the heroes forbid a search, the dwarves stalk off, muttering angrily.
Assuming the heroes agree to the search, the dwarves find nothing of interest to them. Protesting her
innocence, Trenna lets them search her as well; she carries only her staff, a few clothes, some coin, and
a few rations.
The dwarves, if asked, tell the heroes that the gauntlet they're seeking has only weak powers but remains
a valuable asset nevertheless. This claim brings a snort from Trenna.
While his two companions search,the mystic asks if he can try some more spells. Trenna happily agrees.
None of his magic works on Trenna, however, because she's not really alive. The mystic is puzzled by
his lack of success, and his two comrades are equally puzzled when they find nothing, though they insist
on examining every glove and gauntlet they find on the heroes.
After being searched, Trenna demands that the dwarves present their equipment for her to examine. It's
only fair, she points out. After initial protests, the dwarves agree, to Trenna's delight. She invites the
heroes to help her search the dwarves' belongings.
When Trenna finishes, the dwarves apologize for their arrogance in presuming her involvement in the
theft. They ask the heroes if they can join the group for a while, as a patrol of Dark Knights passed this
way recently. Actually they just want to keep an eye on Trenna, in case she has hidden their gauntlet or
passed it to one of the heroes when they weren't looking.
Atmosphere
The three dwarves try their best to remain friendly, but still manage to be a little pushy. They act a bit
like policemen warning a motorist about a traffic violation, even through they don't intend to issue a
ticket.
Trenna acts something like a cat who's just sneaked a quart of cream and gotten away with it - she
knows the dwarves don't have a clue to her real identity. She smiles at them warmly and agrees to their
requests with an air of superiority.
Actions
If the dwarves allow Trenna to handle their equipment, any hero watching can attempt a challenging
Perception action. Success allows the hero to notice a brief flash of light from the maces she examines,
then note that the items seem to have lost a little color.
Heroes who help Trenna search the dwarves' equipment can each attempt an average Perception action.
Success reveals normal traveling gear and several hidden caches of money. If the action fails, the hero
doesn't note the money. In the event of a mishap, the hero breaks or tears some piece of the dwarves'
property.
The dwarves aren't looking for a fight in this scene, but they defend themselves if the heroes attack.
Characters
The three dwarves in this scene are part of a larger group pursuing Trenna.
Given the chance to examine the dwarves' possessions, Trenna drains both warriors' enchanted maces of
their magical bonuses and regains 8 sorcery points. The dwarves don't notice their loss unless a hero
calls their attention to the weapons.
Saiph Rockbreaker: Neidar adult male, dedicated demeanor, Adventurer, Co 6, Ph 8, In 7, Es 7, Dmg
+11 (mace of distinction), Def- 7 (scale/target), also missile weapons (crossbow/+5).
Shanidar Thaneguard: Daewar adult female, thorough demeanor, Adventurer, Co 6, Ph 8, In 7, Es 7,
Dmg +11 (mace of distinction), Def -7(scale/target), also missile weapons (crossbow/+5).
Blunt Oreseeker: Daewar adult male, prying demeanor, Adventurer, Co 6, Ph 6, In 6, Es 8 (64), Dmg +5
(pick), Def -6 (chain mail/target), also missile weapons (horse bow/+4), mysticism (sensitivity, healing,
mentalism).
Outcome
The adventure can proceed in one of several manners from this point. I? If the heroes send the dwarves
away without letting them search, the Narrator should turn to Scene Six.
- The adventure also moves to Scene Six if the heroes allowed a search but do not let the dwarves join
them.
- If the heroes permitted a search and invited the dwarves to accompany them, the story moves to Scene
Five.
- The dwarves withdraw upon discovering Trenna's effect on their magical maces, and the adventure
continues again with Scene Six.
Scene Three: To Catch a Thief
The heroes, having decided not to accompany Trenna to the Tower of High Sorcery, have been on their
own for a few days. They have not traveled far from the site of their recent celebration (Act One, Scene
Seven).
Overview
A trio of dwarves from Thoradin - in pursuit of Trenna, whom they consider a thief - cross paths with
the heroes as they continue their journey.
Getting Started
The information in the section on the dwarven race from Chapter Two of the Book of the Fifth Age
should help Narrators portray the dwarves. Chapter Two of Dusk or Dawn describes the realm of
Thoradin, while Chapter One of this book offers the truth about the artifact the dwarves seek.
This scene begins with the heroes moving along a road through fairly rugged terrain. It can take place
almost anywhere, as dwarves are combing Ansalon looking for Trenna.
First Impressions
If the heroes took time to rest after the celebration, all their wounds have healed fully.
You're back to your nice, sate, boring walk down a winding country road. So far, the countryside seems
clear of Dark Knights and villagers in distress; all you've seen are a few farmers herding their animals
along the road.
The travelers who've just rounded the bend up ahead might be more interesting than farmers, though: It's
a threesome of armored dwarves walking along at a determined pace right toward you.
The Story Continues
When they get within speaking range, the dwarves greet the heroes and invite them to share a skin of ale
and talk a awhile. If the heroes agree, the dwarves lead the heroes back up the road, where the group can
sit comfortably on some boulders.
The dwarves explain that they have pursued a thief all the way from Thoradin and ask the heroes
whether they have seen her during their travels. (The dwarves do not understand that Trenna and Ventyr
are one and the same.) They might reveal any of the following details in response to questions or
comments from the heroes:
- The stolen item is one of a pair of gauntlets Grafted from ivory, silver, and jade plates, all carved with
intricate symbols. Dwarf smiths crafted it with such skill that anyone wearing it can move his hand as
freely as if he were wearing a supple leather glove. The pair of gauntlets comprises a national treasure.
- The thief is a young human woman, they say - perhaps only a few decades old. She's very attractive by
human standards, with flowing auburn hair and a slim figure, and seems to have sorcerous abilities.
- The dwarves know through divinations that the thief is in the area somewhere and that she has not
discarded or sold the gauntlet - at least, not as of about a week ago.
- They confess that they are at least as curious to find out how the thief got into Thoradin as they are
interested in recovering the gauntlet.
If the heroes tell the dwarves about Trenna, they become excited. They can't be sure Trenna is the thief,
but she certainly fits the description. If the heroes tell the dwarves that Trenna claims to have come from
Sanction and traveled to this area via Schallsea, the dwarves slap their knees, exclaiming that she must
be the culprit. The dwarves quickly offer the heroes a few gems in exchange for helping them track her
down. If they actually find the stolen gauntlet, the dwarves promise to give each hero a weapon or shield
from Thoradin's armory.
If the heroes remain silent about Trenna, the dwarves seem disappointed and take their leave.
No matter what the heroes say, at some point during the conversation the dwarven mystic. Blunt
Oreseeker, takes a sip of ale and shakes his head. "Ale just doesn't taste as good once it's been hauled
along the trail for a couple weeks. Mind if I cast a spell to freshen it up a bit?" If the heroes agree, Blunt
asks everyone to hold out their cups.
The spell he casts is actually a work of sensitivity magic to determine whether the heroes are telling the
truth. If the heroes don't agree to the spell, Blunt claims he's had too much ale anyway and excuses
himself. He moves behind a nearby bush, as if he's going to relieve himself, then casts the spell from
behind cover.
Atmosphere
The dwarves put themselves on their best behavior but still manage to sound somewhat curt and
impatient. Their manner when they question the heroes might remind Narrators of mystery movies,
when the police interview potential suspects.
The dwarves' ale tastes fine, perhaps a little flat. The taste doesn't improve a whit after Blunt's spell. If
the heroes point this out, the dwarf coughs and admits that he needs to work on that spell a bit.
Actions
The heroes have the normal chance to resist Blunt's sensitivity spell. If any of them fail, the dwarf
knows for sure whether they have seen Trenna or not.
Any hero who doubts that Blunt is really trying to improve the ale with his spell can attempt an average
Perception (Spirit) action. Success means the hero suspects that Blunt had to work a bit too hard to
explain the casting.
Characters
The three dwarves in this scene are part of a larger group pursuing Trenna.
Saiph Rockbreaker: Neidar adult male, dedicated demeanor, Adventurer, Co 6, Ph 8, In 7, Es 7, Dmg
+11 (mace of distinction), Def- 7 (scale/target), also missile weapons (crossbow/+5).
Shanidar Thaneguard: Daewar adult female, thorough demeanor, Adventurer, Co 6, Ph 8, In 7, Es 7,
Dmg +11 (mace of distinction), Def -7(scale/target), also missile weapons (crossbow/+5).
Blunt Oreseeker: Daewar adult male, prying demeanor, Adventurer, Co 6, Ph 6, In 6, Es 8 (64), Dmg +5
(pick), Def -6 (chain mail/target), also missile weapons (horse bow/+4), mysticism (sensitivity, healing,
mentalism).
Outcome
From here, the heroes can choose one of several paths.
- If Blunt casts his spell and learns that the heroes withheld information about Trenna, the scenario
continues with Scene Six.
- Should the heroes agree to help the dwarves pursue Trenna, the Narrator may turn to Scene Four.
- Perhaps the heroes tell the dwarves about Trenna but don't join them in their search. Refusing yet
another chance to embark upon adventure brings them face to face with the green dragon Iclor (if they
didn't already meet him in Act One, Scene Six). After the dragon attacks, the Tower might take an
interest in the heroes, which would lead them to Scene Seven. (The Tower also might take an interest in
them if any of them have Reason codes of "A.")
Scene Four: The Culprits?
The heroes have agreed to accompany the three dwarves in their pursuit of Trenna. In payment for their
services, the dwarves have given each hero a gem, which allows a +1 bonus to one future wealth action.
Overview
Trenna has persuaded Barr, the Legionnaire Anson's apprentice, to accompany her to the Tower.
Between Trenna's ill health and young Barr's inexperience, the heroes have little difficulty overtaking
them on the trail.
Getting Started
The Narrator can refer to the character information on Trenna from Chapter One in playing this scene.
First Impressions
The dwarves set a rapid pace as the group travels back to the village where you last saw Trenna. A quick
talk with the townsfolk reveals that your quarry left several days ago with Barr, the apprentice
Legionnaire.
After several days on the road, you overtake the pair at dusk. They sit next to a small campfire: Barr
dines on a roast bird, his crossbow nearby, while Trenna drinks from a cup. The two don't seem to be
aware of you.
The Story Continues
If the heroes wish to question Anson before leaving the village, the Legionnaire tells the group he gave
his apprentice leave to accompany Trenna because he felt the lady needed an escort. He also instructed
Barr to speak with the Master of the Tower about the lost Dark Knights - he believes the elves they'd
been pursuing might have been headed for the Tower. Anson wonders whether the Tower had something
to do with the Knights appearing in this area. Finally, the usually affable Legionnaire warns the heroes
sternly not to let his apprentice come to any harm.
The party has little difficulty closing in on Trenna and Barr. The two don't wish to fight, though the
apprentice keeps a weapon unsheathed and tries to look fierce.
Heatedly denying stealing anything from Thoradin, Trenna agrees to be searched. She even tells Barr to
spread out his equipment for inspection, too. The dwarves don't find their gauntlet among Trenna's
things - or anything else of value, except a few coins. Barr doesn't have the gauntlet either. (Actually,
Trenna is the gauntlet, but the dwarves don't know that).
Trenna insists that turnabout is fair play and demands to search the dwarves' possessions. If any heroes
searched her belongings, she wants to search their things, too. Should the heroes refuse to be searched,
the dwarves also refuse. Trenna gives Barr a kiss on the cheek, then vanishes into thin air. If, on the
other hand, the heroes agree to the search, the dwarves reluctantly go along with it. Trenna looks over all
the items, comments on the workmanship, then hands everything back to the dwarves, even the heroes'
equipment. She invites them to look at it, too.
In any case, the dwarves don't know what to do once they've searched Trenna and Barr's possessions.
They suspect Trenna is the thief they've been chasing, but can't imagine what she might have done with
the gauntlet.
Though not inclined to fight, the dwarves join right in if the heroes attack Trenna and Barr. Barr does his
best to shield the sorceress, who vanishes in the first minute of combat.
Atmosphere
Trenna looks haggard when the scene opens. Travel doesn't seem to agree with her, and the Narrator
should make her sound weary. Barr does his gallant best to protect Trenna, though his enthusi- asm
exceeds his ability. For their part, the dwarves seem excited at first to find their quarry, but a bit
surprised that Trenna agreed to a search.
Actions
No mysticism spell (including one from Blunt Oreseeker) affects Trenna, because she is not a living
being.
If Trenna handles any equipment, any hero watching can attempt a challenging Perception action.
Success allows the hero to notice a brief flash of light from the item as she touches it, then note that the
item seems to have lost a little color.
Heroes who help the dwarves search Trenna's and Barr's equipment can each attempt an average
Perception action. Success reveals normal traveling gear and several hidden caches of money. If the
action fails, the hero doesn't notice the money. In the event of a mishap, the hero breaks or tears some
piece of Barr's property.
Should Trenna choose to escape, she uses a spell with an instantaneous invocation time. The only way
the heroes can stop her is to close to personal range and grab her with a successful personal range attack.
The Battle
Trenna and Barr are at far missile range when the group sees them. The pair doesn't wish to fight or
escape (at least not right away), so the heroes can automatically close to melee range. As the dwarves
don't want Trenna hurt, the only long-range attack they will allow is a mentalism spell designed to
immobilize the pair.
In a fight, Barr returns fire if attacked with missiles. If attacked in melee, he chooses total defense
(makes no counterattack, doubles his Endurance score for the purpose of resisting attack). Trenna
attempts no missile attacks and uses a summoning spell to escape if exposed to a melee attack.
Characters
Assuming Trenna handled the group's equipment, she drains the dwarves' two maces of their magical
bonuses and regains 8 sorcery points. If the heroes threatened her or hurt Barr, she drains their most
powerful item of magic, too. The dwarves don't notice their loss unless a hero calls attention to the
weapons.
Anson Quickneedle: Human adult male, valiant demeanor, Champion, Ag 6C, Dx 6A, St 7A, En 7C, Re
8C, Pe 6A, Sp 6C, Pr 6B, Dmg +8 (two-handed sword), Def -6 (chain mail, target shield).
Barr: Human male youth, charismatic demeanor, Novice, Ag 5C, Dx 5A, St 6A, En 6C, Re 7C, Pe 5A,
Sp 5C, Pr 5B, Dmg +8 (two-handed sword), Def -6 (chain mail, target shield).
Saiph Rockbreaker: Neidar adult male, dedicated demeanor, Adventurer, Co 6, Ph 8, In 7, Es 7, Dmg
+11 (mace of distinction), Def- 7 (scale/target), also missile weapons (crossbow/+5).
Shanidar Thaneguard: Daewar adult female, thorough demeanor, Adventurer, Co 6, Ph 8, In 7, Es 7,
Dmg +11 (mace of distinction), Def -7(scale/target), also missile weapons (crossbow/+5).
Blunt Oreseeker: Daewar adult male, prying demeanor, Adventurer, Co 6, Ph 6, In 6, Es 8 (64), Dmg +5
(pick), Def -6 (chain mail/target), also missile weapons (horse bow/+4), mysticism (sensitivity, healing,
mentalism).
Outcome
The story might proceed in one of several ways from this point.
- Should the dwarves catch Trenna draining their items (thanks to the heroes), they attack, but she flees
via a spell. The dwarves then take leave of the heroes to report the incident, and the story moves to
Scene Seven.
- If Trenna drained some items and nobody noticed or said anything, the Narrator turns to Scene Five.
- If the heroes don't let Trenna search them, or if they try to capture her, she attempts an escape spell.
Play then proceeds to Scene Seven.
Scene Five: The Morning After
The heroes' attempt to help the dwarves recover their stolen gauntlet from Trenna has failed. The
dwarves searched Trenna's gear and found nothing. Stumped, they decided to make camp and sleep on
the problem. Trenna had no objection to the dwarves' company, and the whole group has passed the
night together.
Overview
Trenna awakens the next morning much refreshed and looking much younger and healthier. After
draining two of the dwarves' items of magic, she has gained a point of Endurance.
Meanwhile, the dwarves awaken to find their arcane items nonfunctional and are fit to be tied. If Trenna
also drained one of the heroes' magical items in Scene Four, she has regained even more sorcery points
and possibly more ability points, too.
Getting Started
The Narrator should refer to Trenna's description in Chapter One to determine how many points Trenna
gained from draining additional items.
The scene takes place wherever the party decided to camp, probably not far from the spot where they all
met up in the previous scene (Scene Two or Four).
First Impressions
You awaken to a beautiful morning. A few low clouds roll across the sky on a steady breeze, the sun
shines brightly, and the wind feels warm on your face. The fine weather seem to agree with Trenna as
well - you'd swear the lady has grown several years younger overnight. Her skin seems smoother and
her hair less gray.
Your dwarf companions seem a bit edgy this morning. The mystic, Blunt, greets you with a curt nod and
holds up a mace lie's borrowed from one (if his fellows. "Our weapons seem to have fared badly during
the night," he says. "How is your stuff?"
The mace he holds seems serviceable hut a hit discolored and pitted - hardly an example of dwarven
workmanship.
The Story Continues
The dwarves have no idea how it might have happened, but they think their weapons have lost their
enchantments.
The heroes' belongings seem fine, except for the item Trenna may have drained in Scene Four; it would
also appear discolored and pitted, as though it had lain neglected for years.
The dwarves point accusing fingers at Trenna. "You did this!" they exclaim.
"Come now," Trenna retorts. "Did I steal your precious gauntlet, too?"
The dwarves demand that the heroes assist them in capturing Trenna, who has certainly begun looking
even more like the thief they've been pursuing. "Probably a magical disguise that's wearing offl" says
Blunt.
Trenna spreads her arms and proclaims her innocence. "I'm no thief." she says with a laugh.
The dwarves reply by once again demanding that the heroes help them capture Trenna.
Atmosphere
Trenna seems exceedingly cheerful during this scene. She casually tosses aside any accusations leveled
against her, especially if they come from the dwarves. For example, if someone suggests she damaged
the dwarves' items of magic, she laughs and says no sorceress on Krynn could do such a thing. (Perhaps,
but then again, she's no sorceress.) She never actually tells a lie, though she doesn't mind misleading
others.
Actions
A simple divination spell with a difficulty of 3 points before adjustment for range and invocation time is
sufficient to confirm that a drained item is indeed no longer magical. Checking the whole party's items
all at once requires a more difficult spell (see Book of the Fifth Age, Chapter Five.)
Another simple divination can reveal that Trenna is under some kind of magical effect (should anyone
think to cast one on an apparently living woman). A spell with a difficulty of 6 points before range and
invocation adjustments reveals evidence of very powerful enchantment sorcery. Trenna suggests that the
divination has revealed her curse, which she explained to the heroes in Scene One.
The Battle
If the heroes attack Trenna or otherwise try to capture her, the sorceress goes on the defensive, as
described in Scene Four. (So does Barr, if he's present.) Everyone begins within melee range unless a
hero specifically noted that he spent the night sleeping away from the rest of the group or if one party
withdraws for a private conference.
The dwarves will not initiate a fight with the heroes but will defend themselves if attacked. If Barr is
involved in this scene, he returns fire after being attacked with missiles. After suffering a melee attack,
he chooses total defense (makes no counterattack, doubles his Endurance score for the purpose of
resisting attack). Trenna attempts no missile attacks and uses summoning to escape if exposed to melee
attacks.
Characters
Anson's apprentice, Barr, is present in this scene only if the heroes arrived here from Scene Four. He
still feels obligated to protect Trenna, though he's not sure from what.
Barr: Human male youth, charismatic demeanor, Novice, Ag 5C, Dx 5A, St 6A, En 6C, Re 7C, Pe 5A,
Sp 5C, Pr 5B, Dmg +8 (two-handed sword), Def -6 (chain mail, target shield).
Saiph Rockbreaker: Neidar adult male, dedicated demeanor, Adventurer, Co 6, Ph 8, In 7, Es 7, Dmg
+11 (mace of distinction), Def- 7 (scale/target), also missile weapons (crossbow/+5).
Shanidar Thaneguard: Daewar adult female, thorough demeanor, Adventurer, Co 6, Ph 8, In 7, Es 7,
Dmg +11 (mace of distinction), Def -7(scale/target), also missile weapons (crossbow/+5).
Blunt Oreseeker: Daewar adult male, prying demeanor, Adventurer, Co 6, Ph 6, In 6, Es 8 (64), Dmg +5
(pick), Def -6 (chain mail/target), also missile weapons (horse bow/+4), mysticism (sensitivity, healing,
mentalism).
Outcome
- If the heroes refuse to help the dwarves capture Trenna, the three slink away, muttering. Noting that
she and the heroes seem to have been reunited, the sorceress renews her invitation for them to
accompany her to the Tower. The Narrator should turn to Scene Six whether the heroes accept or not.
- Should the heroes agree to help capture Trenna, she probably flees via a summoning spell. Regardless
of whether she escapes, the adventure proceeds to Scene Seven.
Scene Six: Dwarf Attack
The dwarves have not yet recovered their stolen gauntlet - and they blame the heroes for their failure.
Overview
Lying in wait atop a rocky slope, the dwarves have gathered reinforcements and plan to roll a boulder
onto the group and start a barrage of spells and missiles.
Getting Started
Before proceeding with this straightforward fight scene, Narrators should review the rules for combat,
surprise, and changing the encounter range in the Book of the Fifth Age, Chapter Four.
Game information on Trenna appears in Chapter One of this book.
First Impressions
Narrators may modify the text below to fit the heroes' current destination.
Rocky hills surround you as you press on toward the Tower of High Sorcery. Though the hills around
you rise higher than any you've seen so far on this trip, the going is fairly easy as you traverse the
valleys between them. You're beginning to sec more trees. Could this be the Forest of Wayreth at last?
Trenna says no. Oh, well.
The Story Continues
If the heroes feel uncomfortable in the valleys described in the text above, they can march over the hills
instead. This kind of traveling makes for rough going, however, and they may suffer an accident (see the
"Actions" section).
In addition, the dwarves are much more likely to surprise heroes seeking a higher elevation, for two
reasons:
- A hero climbing a hillside is easier to see than one hidden in a valley.
- Clawing one's way up a slope occupies a hero's full attention, leaving little time to maintain a lockout.
In either case, the dwarves attack after the heroes have been marching through the hills for three days.
Atmosphere
Narrators should emphasize the sheer effort the heroes must make to traverse this area, describing the
tall hills that jut high above the heroes. If the group climbs out of the valleys, the heroes must use both
their arms and legs to cross the hillsides, remaining ever vigilant of occasional rockfalls. One little slip
could be disastrous, and the players should feel the pressure every minute.
Actions
If the heroes decide to move along the hilltops, their leader must attempt an average Perception action
each day for three days. If the action fails, the Narrator should ask each player to place one card from his
Hand of Fate face up on the table. (The Narrator may draw one card from the Fate Deck for Trenna.)
A card with a white aura allows the hero to escape harm. But if the card has a red or black aura, he
suffers an accident: He takes a tumble, is struck by a falling rock, or meets some other misfortune. The
accident costs him a number of damage points equal to the card's value. If anyone suffers a wounding
mishap in an accident (see Book of the Fifth Age, Chapter Four), the ability penalties apply for the rest of
the scene.
The Battle
The battle opens at far missile range. To begin their attack, the dwarves shove a large boulder down on
the heroes. Because of the range, the rock takes a minute to arrive.
The heroes have the normal chance to avoid surprise if they are marching through the valleys. If players
specifically state the heroes scan the hilltops for potential ambushes, the attempt becomes automatic
trump. For heroes trying to move along the hilltops, the attempt to avoid surprise is not trump, even if
one of them was keeping a special lockout or has a racial or role advantage that normally provides a
trump bonus for surprise.
Surprised heroes cannot avoid the boulder.
A group that hears the rock approaching can try to move out of the way by opening the range (opposed
by the dwarves' Coordination score of 6), either as a group or as individuals. Success means they got out
of the boul- der's path. Note that heroes cannot cast spells or launch attacks while trying to change
range.
If the heroes fail to avoid the boulder, or if they don't try to avoid it, the boulder crashes among them
after a minute's roll. Each hero must succeed at a challenging Agility action or be struck as the boulder
sweeps through the group, along with the dozens of smaller rocks it has dislodged. Failure results in 10
damage points to the hero (defense ratings do not apply). If a hero suffers a mishap, he is knocked down,
stunned, for one minute.
After launching the boulder, two dwarf warriors fire their crossbows at the heroes but avoid shooting at
Trenna. Two mystics cast mentalism spells. One mystic targets Trenna, but the spells fails (because she's
immune to mysticism). The other picks out a likely target from the heroes. If this spell succeeds, the
afflicted hero sits down and does nothing for five minutes. The mystics spend one minute invoking.
Each spell consumes 27 mysticism points; as each mystic has only 64 points, they attempt these spells
only twice each. Afterward, they either heal their wounded comrades or fire their bows at the heroes.
During the battle, attempts to close range carry a -3 action penalty because the heroes must move uphill.
Characters
The dwarf attackers include three warriors and two mystics. If Saiph Rockbreaker, Shanidar
Thaneguard, and Blunt Oreseeker survived this act's earlier scenes, they form part of the attacking party;
otherwise, new dwarves replace them in this scene. Barr also may be present.
Three warriors: Daewar adults, fierce demeanors, Adventurers, Co 6, Ph 8, In 7, Es 7, Dmg +11 (mace
of distinction), Def -7(scale/target), also missile weap- ons (crossbow/+5).
Two mystics: Daewar adult males, confident demeanors, Adventurers, Co 6, Ph 6, In 6, Es 8 (64), Dmg
+5 (pick), Def -6 (chain mail/target), also missile weapons (horse bow/+4), mysticism (sensitivity,
healing, mentalism).
Barr: Human male youth, charismatic demeanor, Novice, Ag 5C, Dx 5A, St 6A, En 6C, Re 7C, Pe 5A,
Sp 5C, Pr 5B, Dmg +8 (two-handed sword), Def -6 (chain mail, target shield).
Outcome
This scene has a number of possible outcomes, all of which advance the adventure to Scene Seven:
- If the heroes seem in real danger of being beaten by the dwarves, Trenna uses a summoning spell to
whisk them all to safety.
- The heroes may defeat the dwarves.
- Should the heroes capture and question any dwarves, the prisoners call them thieves and offer them
only the information from Scene Three. The heroes can leave them behind or take them along as they
proceed to the next scene.
- If the dwarves capture the heroes and Trenna can't engineer their escape, she surrenders. The dwarves
render first aid to the heroes and search their belongings. They don't find whatever they're looking for.
The victors intend to march their prisoners all the way back to Thoradin, but the Tower intervenes.
Scene Seven: Wipe Your Feet
The heroes are about to enter Wayreth Forest, and the copper dragon Clang is there to meet them.
Overview
Clang decides that a prank should be the first order of business. She uses several geomancy spells to
literally bog down the heroes.
Getting Started
Assuming the dwarves captured the heroes in Scene Six, they have confiscated all weapons, shields, and
items of magic. They intend to take the heroes back to Thoradin, but wind up in the forest of Wayreth
instead, which makes for some angry and confused dwarves.
If Trenna had to cast a summoning spell to extricate the heroes from Scene Six, she has expended 21
sorcery points and lost at least 4 ability score points in the process (as explained in Chapter One). The
Narrator must choose which attributes to reduce, but the loss makes Trenna look quite old and
unhealthy.
First Impressions
Before you, a forest of hardwood trees spreads as far as you can sec. As the woods thicken, you spot a
large sign hanging on a tree. It reads: "Welcome to Wayreth Forest. Wipe your feet before entering. This
means YOU!"
The Story Continues
The sign appears courtesy of a mentalism spell from Clang, which produces a hallucination the whole
party can see - except Trenna. Even heroes who cannot read or have poor eyesight understand the sign's
message.
Those who don't comply with the sign's order find themselves leaving huge, muddy footprints behind
whenever they move. Eventually, they start sinking into a pit of quicksand. When they try to leap out,
the ground where they land turns to quicksand, too. Finally the whole group becomes mired. As the
heroes struggle to free themselves, a huge mound of mud builds in their midst and bursts like a bubble,
scattering the group and covering everyone with wet sludge.
If the heroes comply with the sign's request - by wiping their feet on the ground, removing their shoes
and trying to clean them, or the like - every move they make causes a pool of mud to spread beneath
them. Eventually, they also become mired in quicksand and separated by a bursting bubble.
In either case, by the time the heroes drag themselves free, they have lost most of the characters
accompanying them; Barr and the dwarves have disappeared, leaving only Trenna. If Trenna and the
heroes had separated, she rejoins the group now, looking as muddy and bedraggled as the others.
Once free of the quicksand, the heroes can continue. However, before they have gone even ten paces,
they see another sign, and the whole process repeats itself.
Atmosphere
The quicksand proves exceedingly gunky, horrible, and smelly. Narrators should make slurping sounds
as the heroes struggle with it, pointing out how squishy it feels between the heroes' toes as it fills their
shoes. After the heroes have crawled out of the mud, the whole group smells like a scummy pond.
Actions
Leaping free of the quicksand initially requires an easy Agility action. Succeed or fail, though, the hero
finds himself in deeper quicksand. Those who suffer mishaps fall face first in the muck.
After the first minute of actions, the heroes must attempt average Agility actions, with the same results
as above.
After the second minute, the mud-bubble forms. Heroes who succeed at challenging Agility actions
escape the bubble to dry land. Those who fail sink chest deep, and any who suffer mishaps disappear
into the muck.
After the third minute, the quicksand gets no bigger or deeper. Heroes sunk chest-deep must make
challenging Endurance actions to get free; help from a hero on dry land gives the action automatic
trump. The heroes must jump into the muck to rescue anyone who has sunken out of sight. Finding a
submerged hero requires an average Perception action, while getting him out calls for a challenging
Strength action. Both actions are trump if two or more heroes cooperate.
The heroes can make as many attempts at escape or rescue as necessary.
Characters
Because she works her sorcery from a safe distance, the copper dragon Clang makes no actual
appearance in this scene. The dwarves' game details vary, depending on the characters involved.
Dwarf warriors: Daewar adults, demeanor established earlier, Adventurers, Co 6, Ph 8, In 7, Es 7, Dmg
+11 (+7) (mace of distinction {mace}), Def -7 (scale/target), also missile weapons (crossbow/+5).
Dwarf mystic (s): Daewar adult male(s), demeanor established earlier, Adventurer, Co 6, Ph 6, In 6, Es
8 (64), Dmg +5 (pick), Def -6 (chain mail/target), also missile weapons (horse bow/+4), mysti- cism
(sensitivity, healing, mentalism).
Barr: Human male youth, charismatic demeanor, Novice, Ag 5C, Dx 5A, St 6A, En 6C, Re 7C, Pe 5A,
Sp 5C, Pr 5B, Dmg +8 (two-handed sword), Def -6 (chain mail, target shield).
Outcome
Narrators should repeat the scene until the players just can't stand it anymore or until the heroes stop
trying to escape the quicksand when it appears. Then the adventure proceeds to Act Three.
Act Three: Inside the Forest
Scene One: The Mighty Clang
After dealing with Clang's prank, the heroes meet the copper dragon herself.
Overview
The Master has asked Clang to question the group about their reasons for seeking the Tower and to put
them through their paces. The dragon, who loves riddles and pranks, was only too happy to comply.
Getting Started
It might be helpful to review the section on Clang's personality in Chapter One, as well as the section on
dragons from Chapter Six in the Book of the Fifth Age, before playing this scene.
First Impressions
Mud and grit cover just about every square inch of your bodies. You might never be clean again.
"Aww, c'mon. Don't be such sticks in the mud," booms a voice from behind the trees. A massive,
coppery head with a blunt snout and a mouth full of teeth the size of broad swords pops into view,
followed by a copper-clad body longer than a merchant caravan. The massive creature eyes your group.
"Say, you look rather nice-in an earthy sort of way," it says, unfurling a pair of leathery wings larger
than most temple roofs.
The dragon speaks with a gravelly rumble. "Yep," it says. "Here's a band of heroes headed tor the lower.
Heroes, that is, except for ONE of you!" The creature glares and points a curved talon longer than your
leg at Trenna. "You are different, aren't you?" It does not wait for an answer. "Well, come and wash off
that muck. While you're at it, you heroes might tell me just why you seek the Tower. Your friend here
can tag along, of course."
The Story Continues
Assuming the heroes wish to clean up, Clang leads them to a stream where they can get rid of most of
the mud. The dragon watches them the whole time, but always remains half hidden; the full force of her
presence would surely inspire dragonawe among the group members.
If they think to ask why Trenna is "different," Clang brushes off the question. "It doesn't really matter,"
she says. "What does matter is that she knows that I know she's different." If the heroes ask Trenna what
the dragon means, the woman just shrugs.
When the heroes finish washing, Clang asks them their names and their reasons for seeking the Tower.
Everyone must say something about why he has come here. There are no right or wrong answers - Clang
just wants to know.
Once she's heard from all the heroes. Clang grunts:
"Well, that's just the most pathetic bunch of reasons tor visiting the Tower I've ever heard! But no
matter, it's what you've got inside that counts, understand? To reach the Tower, one must have a
generous heart, a little loyalty, and some brains. So it you want to go on from here, you've got until the
moon rises to bring me a well-warmed heart, an eve that has been used with precision, and a vessel filled
with uncomprimising spirit. Now, a warm hear! can he useful anytime, but a precise eye sometimes
makes it a whole lot easier to he uncompromising, spirit-wise. Got it? Good!
"Now your lady friend is gonna wait right here, because I've got a little job for her. The rest of you, just
take a walk down that path and see what you can find for me."
The dragon wants the heroes to have a reasonable chance of passing the tests she has created for them,
so she'll repeat her instructions if the heroes ask. (The players can write them down.)
If the heroes seem inclined to leave the forest. Clang objects. "Not so fast! Do you think I'm gonna
waste a perfectly good set of brain teasers by letting you just walk out of here? By Paladine, I don't think
so!" Should the heroes persist in trying to leave, another mud pit opens in front of them.
Assuming the heroes agree to undertake Clang's tests, they must walk down the path she indicated.
Several paces away, the heroes find a signpost with three arrows pointing in different directions. Each
arrow bears an inscription, as follows: "A Well-Warmed Heart," "A Precise Eye," and "A Vessel of
Uncompromising Spirit."
If the heroes have suffered any wounds. Clang allows them to rest until they are fully healed before
undertaking her challenges.
Atmosphere
Narrators cannot overemphasize Clang's physical presence. Measured nose to tail, she's almost as long
as a football field, and her wingspan is wider than a football field. Though capable of humanlike speech,
she can speak with a voice louder and deeper than a foghorn. Clang is not a being to be trifled with.
A deep gloom has gathered under the trees of Wayreth Forest surrounding the heroes. To enhance this
spooky mood, the Narrator might describe a light breeze that stirs the leaves and fills the air with an
indistinct, unsettling murmur. Perhaps a hulking beast - could it be a bear? - lumbers through the
shadows as well to frighten the group.
Actions
If the players are having trouble figuring out Clang's instructions, the heroes' leader can attempt a
challenging Reason action. If it succeeds, the Narrator can tell players that it's best to undergo the test of
reason (retrieving an eye used with precision) before attempting the test of loyalty (retrieving a vessel of
uncompromising spirit). It makes no difference when the heroes undertake the test of kindness
(retrieving a well-warmed heart).
Characters
Clang's full description appears in Chapter One.
Outcome
If the heroes accept Clang's tests, the Narrator should ask them which arrow they will follow.
- "A Well-Warmed Heart" leads to Scene Two.
- "A Precise Eye" takes the adventure to Scene Three.
- "A Vessel of Uncompromising Spirit" leads to Scene Four.
- If the heroes attempt to fight Clang, the adventure ends with them ejected from the wood. In the
unlikely event that they slay the dragon first, they will never again be allowed to enter the forest.
Clang's Tests
All three tests are hallucinations Clang creates using mentalism. (Her spell does not fail.)
For all intents and purposes, these hallucinatory environments are real in every way - at
least, while the heroes remain within them. Just about everything looks, tastes, smells,
sounds, and feels just as it should; any exceptions are noted. Spells and items of magic
usually function normally, but many of the creatures the heroes meet remain unaffected by
magic in any way.
Each test lasts only as long as the heroes try to solve the problem that it presents. If they
give up or attempt to convince themselves that what they're experiencing isn't real, the test
ends immediately. Clang regards exiting the test in this manner as poor sportsmanship.
The heroes can attempt each of the dragon's challenges only once. Every time they complete
a test - whether they pass or fail - they return to the signpost from Scene One, the
corresponding arrows having disappeared.
Scene Two: The Test of Kindness
This scene occurs when the heroes follow the arrow on the signpost in Scene One labeled "A Well-
Warmed Heart."
Overview
To succeed in this test, the heroes must do something kind for someone else.
Getting Started
The Narrator should review the sidebar below, "Clang's Tests," before starting to play this scene.
First Impressions
The trail beyond the signpost leads you down a hillside. The rays of the setting sun here turn the leaves
overhead into molten sparks, glowing white and red. The trail ends in a lovely meadow where butterflies
flit among a profusion of wild-flowers. Directly opposite you stands a magnificent while stag, its noble
head crowned with velvety antlers. The creature lifts its head from grazing and fixes you with a wide-
eyed stare as you emerge from the wood. As it raises a foreleg to bound away, a shaft of sunlight strikes
its fleecy breast in a patch of golden fire.
The Story Continues
Heroes who keep watching the stag see it leap away with a great bound to disappear into the forest
beyond the meadow.
If the stag escapes from the glade, the heroes can track it easily, as its leaps through the woods have left
a clearly visible trail. However, the group will have a difficult time catching up with it once it gets into
the woods.
While pursuing the stag, the heroes break into another meadow, where Elsa, an elderly woman, has just
finished picking a basket of wild strawberries. Elsa is so startled to see the heroes burst into the glade
that she spills her berries, which promptly vanish in the tall grass. The sun is setting and the shadows are
growing long. The stag's tracks disappear into the brush.
In dismay, the old woman falls to her hands and knees. Her ancient hands claw through the grass as she
weeps quietly. She'll never recover the spilled berries before dark, not with her tired old eyes.
If the party speaks to her, she does not have anything nice to say in return. She might respond with one
of the following statements:
- "I don't know why you're chasing that beautiful stag. I remember a time when only those blessed by
Paladine saw him. Now, all manner of ruffians chase him, frightening poor old women!"
- "Oh, I suppose his heart will be well warmed from all the exercise if you keep chasing him!"
- "Off with you now! I must pick up the berries you made me drop before some bear ambles out of the
wood and has my dry old bones for a snack."
If the party doesn't pursue the stag, Elsa comes walking along after a few minutes, carrying her berries.
She's startled at the sight of the heroes in the wood, however, and drops her basket of berries anyway.
Should the heroes help pick up her berries, her whole demeanor changes. She acts very grateful,
clapping her hands together and smiling. "Oh, thank you so much! I'm just so silly, jumping at shadows
like that. Your kindness warms my heart." Elsa gives each hero a handful of berries, which feel
curiously warm. Each berry is shaped like a tiny heart.
Atmosphere
In portraying Elsa, the Narrator should speak in a voice that crackles like dry leaves on a cold autumn
day.
Actions
Any attempt to follow the stag's trail automatically succeeds. However, when the party begins its
pursuit, the Narrator should not reveal the difficulty of chase. Neither should he indicate the the
difficulty of attacking it with missile weapons or mention that the animal is invulnerable to spells.
When the heroes fail to catch up to the stag or can't land an arrow, the Narrator might hint that their
efforts fell just short of success - the idea is to make the decision to help Elsa a tough choice for them.
Gathering all of Elsa's dropped berries requires three successful average Perception actions from the
group.
The Battle
When the heroes first see the stag, they have one chance to attack it (note that the creature is
invulnerable to spell attacks). The stag appears at far missile range. After the first minute, the stag
bounds into the woods and automatically increases the encounter distance to artillery range. If the heroes
pursue, they can occasionally see the stag in the distance, but cannot launch any effective attacks unless
they successfully close to at least far missile range. Because of the stag's swiftness, no attempt to change
range is trump.
Physical attacks against the stag are resolved normally. However, attacking the stag or Elsa ends this
test; the body is stone-cold when the heroes reach it.
Characters
Elsa, the epitome of the poor peasant woman, seems thin and frail and wears threadbare clothing.
Elsa: Human elder female, fastidious demeanor, Unknown, Co 4, Ph 3, In 5, Es 5, Dmg +0 (unarmed),
Def -0 (common clothing).
White stag: Animal, Co 24, Ph 12, In 2, Es 2, Dmg +8, Def -4, also immune to spells and magical
effects.
Outcome
At the end of the test - regardless of whether they passed or not - the heroes find themselves back at the
signpost from Scene One. They can then proceed to another test; if they've already taken the other two,
the signpost bears no more arrows and the adventure continues with Scene Five.
- If the heroes gather Elsa's berries and receive the heart-shaped ones in return, they pass the test. If even
one hero stays behind to help recover the berries, the group still passes.
- Groups that don't recover Elsa's berries wander for several hours and eventually return to the signpost,
somewhat more dirty and disheveled than before.
Scene Three: The Test of Wisdom
The heroes get to this scene by following the arrow marked "A Precise Eye" on the signpost from Scene
One.
Overview
To succeed in this challenge, the heroes must unravel a cryptic clue; the eye used with precision, which
Clang has asked them to find, is not necessarily the most obvious one in the scene.
Getting Started
The "Clang's Tests" sidebar on page 78 explains some important background information for this scene.
The heroes might become involved in a difficult battle here. In the test, all injuries the heroes suffer are
real. The advanced combat rules from Heroes of Steel (see Night and Day, Chapter Three) might
improve their chances in the fight.
First Impressions
Passing the signpost, you make your way through a dense, thorny hedge. Beyond, you find a well-
manicured lawn with a flagstone path leading up to the door of a dainty little cottage. Actually, a second
look reveals that the cottage isn't so dainty, and it's hardly little. The building resembles a one-room
peasant cottage, but with gargantuan proportions. It is easily as large as a minor fortress.
A normal-sized elf clad in a homespun dress sits before the entrance, working a spinning wheel.
Hundreds os skeins of yarn and thread lie in untidy heaps next to her. Nearby, you can see at least a
dozen clay vats containing colored liquid giving oft an acrid smell.
The slender woman notes your arrival with some amazement, and her spinning wheel coasts to a stop as
she gapes at you. The wheel remains still only a moment before she begins furiously spinning once
again.
A voice booms forth from the depths of the cottage. "Umami! Why have you stopped? You'd better not
be falling behind!" The elf woman cringes and her wheel whirs still faster, until the thread breaks with
an audible snap! Unami picks up the broken end and gazes at it sorrowfully, then busies herself at
rethreading the wheel.
The Story Continues
Unami, a Kagonesti elf, was busily spinning thread for her mistress, a cyclops, who remains inside the
cottage sewing a tapestry. The elf pays little attention to the heroes at first. Her efforts to resume the
rhythm of her spinning consume her concentration.
Once she gets the wheel going smoothly again, however, she's willing to exchange a few brief words
with the heroes, including the following:
- "Nice meeting you all, but you'd best move along before my mistress hears you out here. She doesn't
see too well, but she keeps her eye on everything, so to speak."
- "I make the thread, and she sews the tapestry. She's quite precise in her needlework. "
Before the group can converse with the elf at any length, the booming voice from within the cottage
interrupts:
"Unami! Bring me a hank of emerald green!" The elf smiles and tells you, "It would he ever so helpful it
you'd carry in that thread for me, so I can catch up from my momentary lapse at your appearance." She
nods toward a pile ol shimmering green thread.
When the heroes try to pick up the thread, they discover that the hank is quite huge. The more they pick
up, the more there seems to be, as though the skein were miles long. It takes all the heroes to move the
mass inside, and they must drape it over their shoulders and around their necks to keep it from dragging
on the ground. Unami spins away as they struggle with the thread, evidently oblivious to their plight.
Should the heroes remind Unami that she told them to move along, the elf assures them that her mistress
is blind as a bat and will never notice that she's not the one carrying the thread, provided they take it in
right away.
Inside the cottage, the heroes find a room large enough to serve as a banquet hall for the mightiest
human palace. Before them stands a heavy table loaded with multicolored bits of thread, several
pincushions stuffed with giant needles and pins, a huge pair of shears, thimbles the size of ale mugs, and
a measuring stick longer than the heroes are tall.
A massive tapestry covers all the walls, draped and folded endlessly upon itself. Only one section of
tapestry lies flat against its wall - the portion presently under construction. This section depicts a forest
scene with hardwood trees and rolling hills, not unlike the forest through which the heroes have been
traveling. A monstrous one-eyed giantess busily plies her enormous needle there.
As the heroes enter, the giantess ties off a stitch and breaks the thread she's using with her teeth. "Well
it's about time!" she bellows. "Give me that thread, Unami!" She casts the thread remnant onto the table
to join the pile already there, thrusts the needle into her apron, and holds out her hand.
The cyclops's needle is actually the object of this test; the blind seamstress uses its "eye" with much
more precision than her own! At this point, the heroes have an excellent chance to snatch the needle
from the giantess's apron and flee. They also can pass the test of wisdom by snatching a needle from one
of the pincushions on the table.
Atmosphere
Narrators can imitate the hum of Unami's spinning wheel by humming at varying pitches, depending
upon the speed of the wheel. (Unami spins faster with increasing nervousness.)
The giantess's voice booms like summer thunder; the heroes can feel the ground tremble beneath their
feet whenever she utters even a word. Narrators should make their voices low and loud when the cyclops
speaks.
If the heroes seem unable to make the "eye" of the needle connection, have the giantess thread another
needle as they watch, to plant the suggestion.
Actions
Snatching the needle from the cyclops's apron requires an average Dexterity (Agility) action. Taking one
from the table calls for an opening of the range, then an average Dexterity action.
The Battle
The heroes begin at melee range from the giantess and can automatically close to personal range, as she
expects them to hand her the thread. Those who retreat to the far corners of the room find themselves at
near missile range from the giantess. One can't get farther from the cyclops than near missile range
without exiting the cottage.
Characters
The giantess is indeed blind, but in this scene she suffers no combat penalties.
Cyclops: Hostile nonhuman, Co 4, Ph 21, In 3, Es 3, Dmg +10, Def -4, also immune to spells and
magical effects.
Unami: Kagonesti adult female, artistic demeanor, Rabble, Co 5, Ph 5, In 5, Es 5, Dmg +0 (unarmed),
Def -0 (common clothing).
Outcome
The heroes succeed in this test if they retrieve any needle from the cottage. However, the test ends
immediately if they attack Unami. In either case, they find themselves back at the signpost from Scene
One, where they must either proceed to another test or to Scene Five if they have taken the other two.
Scene Four: The Test of Loyalty
The heroes arrive at this scene by following the signpost arrow marked "A Vessel of Uncompromising
Spirit."
Overview
The group passes the test of loyalty by risking themselves on behalf of their companion, Trenna.
Getting Started
This scene, like the previous two tests, is constructed as described in the "Clang's Tests" sidebar on page
78.
If the heroes have already undertaken the test of wisdom (Scene Three), any battle wounds are fully
healed as this scene opens. Heroes who were killed return to life with one card (they cannot benefit from
first aid, though). Clever players might surmise, therefore, that they face no danger of death in this test -
this is the conclusion Clang hinted at in Scene One when she said that a precise eye could make it easier
to be uncompromising in spirit.
First Impressions
The path from the signpost turns into a cobblestone street through a grimy little town. It looks like the
filthiest place you've ever visited, outside of a gully dwarf hole. Indescribable piles of refuse lie
everywhere, and a foul smell rises from the gutters in the summer heat. The stores are closed and
shuttered, though the streets seem full of folks scurrying toward the center of town. Couples walk hand-
in-hand, carrying picnic baskets and folded blankets, with children in tow.
The crowds pay you no notice, jostling past you and sweeping you along with them, until the throng
empties into the town square. There, the people settle down with their blankets and picnic baskets, and
all eyes turn toward a raised platform.
On the platform stands a huge wooden block streaked with rusty, dark stains. A terrified-looking young
woman with long auburn hair kneels before the block, her hands tied behind her back. Beside her looms
a broad-shouldered, bare-chested mail wearing a black hood. He holds a great axe with a crescent blade
casually in one hand. A dumpy man stands nearby, completing the tableau. His silken hose and close-
fitting tabard show every bulge in his corpulent body.
The tat man reads trom a scroll in his hand: "Mistress Trenna," he proclaims. "Since no one speaks in
your defense, you have been found guilty of crimes against the common good." The crowd cheers. "You
are sentenced to death by beheading before these assembled witnesses!" Trenna looks terrified and
struggles with her bonds, but the hooded man restrains her.
The Story Continues
Unless the heroes intervene, the crowd murmurs its approval as a quaking Trenna lays her head on the
block. The headsman takes his time getting into position and raising his axe for the blow, heightening
the tension. The heroes might hear the following snatches of conversation before the blow falls:
- "Too bad she was alone-multiple executions are much more festive."
- "Hey, didn't I see one of those guys with her out in the woods?"
- "Who does she think she is, coming here and saying we're untidy?"
- "I knew she was a troublemaker the minute I saw her. All that red hair!"
If the heroes don't try to break up the execution, someone in the crowd stands up and shouts, "Stop!
Those people are her friends!" The angry man points accusingly at the heroes, and the crowd turns as
one to face them. The bailiff - the pudgy man on the platform - pins the heroes' leader with a suspicious
glare and says, "How say you? Is that true?" Denying the claim means the execution proceeds. The test
ends in failure.
If the heroes admit they know Trenna, the bailiff makes them an offer. If one of them agrees to undergo
an ordeal, he will spare the sorceress. Of course, anyone failing the ordeal faces execution alongside her.
Once a hero assents to the ordeal, he learns that it requires him to reach into the bottom of a pot of
boiling water and retrieve a rock without being burned.
If no hero agrees to undertake the ordeal, the execution proceeds and the test ends in failure. Assuming
even one hero agrees, the townsfolk produce a large cauldron of boiling water, and the hero is invited to
reach in and fetch a rock from its bottom. Should he fail to grab the rock without being burned, another
hero may undertake the same ordeal to save Trenna and his comrade.
Atmosphere
Narrators should move the heroes quickly into the town square. Everyone wants to go see the execution,
so the townsfolk aren't interested in talking to them along the way, and all the businesses are closed. If
the heroes pause, the crush of the moving crowd carries them to the town square anyway.
Actions
An average Dexterity action lets a hero retrieve the rock and an impossible Endurance action means he
avoids a 10-point burn. He can use spells, but they must have an instantaneous invocation time or the
crowd notices the magical aid and calls the ordeal a failure.
After failing the ordeal, the hero automatically appears on the platform, kneeling and bound before his
own chopping block with his own headsman behind him.
The Battle
The heroes can intervene at any time. To stop the execution, they must fight their way through the
crowd, scale the platform, and defeat the headsman. Fighting through the crowd requires three
challenging Strength (Strength) actions from each hero, while scaling the platform calls for a
challenging Agility action.
The crowd turns into an unruly mob long before the heroes can approach the platform. Each minute any
hero spends in the crowd, he suffers five melee counterattacks. It makes no difference how many
townspeople the heroes slay or incapacitate, there are always more to take their place.
Characters
Clang made the hallucinatory headsman and bailiff stronger, smarter, and tougher than such figures
ordinarily would be, as an extra challenge to the heroes. If the bailiff is killed, a new one immediately
takes his place. The execution is the most exciting thing the bloodthirsty townsfolk have seen in a long
time - they regard the beheading as public entertainment.
Headsman: Human adult male, murderous demeanor, Rabble, Co 10, Ph 10, In 10, Es 10, Dmg +10, Def
-1.
Bailiff: Human middle-aged male, cruel demeanor, Unknown, Co 10, Ph 10, In 10, Es 10, Dmg +0
(unarmed), Def -0 (common clothing), also immune to spells and magical effects.
Countless townsfolk: Humans of varied race and demeanors, Unknowns, Co 5, Ph 5, In 5, Es 5, Dmg +0
(unarmed), Def -0 (common clothing), also immune to spells and magical effects.
Outcome
The heroes pass the test if they rescue Trenna or if they all end up on the platform facing execution -
they themselves become vessels of uncompromising spirit. If they passed, any who were wounded or
killed in this scene return unharmed in Scene Five.
- If the heroes have a test left to take, they wind up at the signpost from Scene One. When they arrive,
however, Trenna has vanished.
- Heroes who have taken the other two tests may go to Scene Five.
Scene Five: Clang Evaluates
After the heroes have taken all three tests, the copper dragon Clang reappears and considers how they
fared.
Overview
The heroes never really left Clang's presence during their tests - actually just magical hallucinations the
dragon created with mentalism. Any hero killed in Scene Three's test of wisdom begins this scene very
much alive, but with only a single card in his hand. Anyone wounded in that test recovers all lost cards
as this scene opens. Finally, those wounded or killed in Scene Four, the loyalty test, begin this scene
unharmed (unless they suffered injury in another scene).
The heroes now find themselves united once again with Trenna. She appears just as she did when the
heroes last saw her, not as the youthful character from Scene Four.
Getting Started
Chapter Six in the Book of the Fifth Age describes dragon behavior and combat.
The course of this scene depends on how the heroes did during their three tests. Below is a review of
what they needed to accomplish to pass each test:
- The Test of Kindness (Scene Two). The heroes should have helped Elsa recover her dropped
strawberries. Those who did so have a handful of heart-shaped berries to show for it.
- The Test of Wisdom (Scene Three). The heroes should have recovered a needle from the giantess's
cottage. If they did, one hero has it now.
- The Test of Loyalty (Scene Four). The heroes must have either prevented Trenna's execution or been
sentenced to execution themselves for failing an ordeal. Either way, the group has nothing tangible to
show for its efforts.
First Impressions
You get a brief glimpse of the signpost, now bearing no arrows at all, as you emerge from your final
trial. In the blink of an eye, your surroundings dissolve into the glade where you last saw your huge,
coppery inquisitor. The dragon - and your companion, Trenna - stand before you now. Twilight has
fallen, and Krynn's single gray moon is just peeping over the treetops.
"So, feeling a bit worse for the wear are we?" booms a familiar voice. "Well, don't - you've gotten off
lightly." The dragon flexes a foreclaw broader than any of you are tall. "Have you brought me what I
sent you to fetch?"
The Story Continues
Clang expects everyone to give an account of themselves. Of course, she knows exactly what they did
during each test, but she wants to hear what the heroes have to say.
They can please Clang simply by handing over the items they've recovered. Unfortunately, they didn't
bring anything back from the Test of Loyalty, even if they passed the test.
Clang first demands a heart, well-warmed. If the heroes present her with a chunk of meat from an
animal, she wrinkles her snout. "Metaphor seems to be lost on you," she snorts. "Tell me, didn't you
encounter anything, or anyone, who might have supplied you with what I sought?" If anyone realizes
that they should have recovered Elsa's berries. Clang nods sagely. "You failed," she says. "But perhaps
you learned something."
The heroes can satisfy the dragon with any needle they brought from the Cyclops's cottage. They might
even get away with presenting her with any old needle. However, Clang shakes her huge head sadly if
they present her with the giantess's head or some other gory trophy. Offering her the spinning wheel
from Scene Three or some portion of the wheel leads Clang to admit that they've come close. "Nice try,"
she says. "But I was expecting something a little more precise."
The heroes might have a tougher time figuring out how to present the dragon with a vessel of
uncompromising spirit. If they passed the test of loyalty, they simply present themselves. Clang will
accept only a hero who actually intervened on Trenna's behalf - and even then not without an argument.
"What?" she says. "You? What makes you so special?" Of course, the hero need only explain that he
helped save Trenna.
Atmosphere
Clang seems very pleased with herself during this scene, though her general demeanor depends on how
the heroes act. If they seem annoyed by her antics, the dragon takes on a high-and-mighty attitude. As
far as she's concerned, the heroes should consider themselves privileged to have matched wits with her.
On the other hand, should the heroes seem entertained or impressed by the tests. Clangs beams with
pleasure. The whole process has been quite a romp for her.
Actions
Heroes who eat Elsa's strawberries find them particularly sweet and delectable.
Passing off any old needle as one from the cottage requires an average Presence (Spirit) action. Clang
knows the needle didn't come from the cottage, but she appreciates the wit and the nerve it took to
present her with a substitute.
The Battle
The heroes can attack Clang at any time during this scene. If they do, the dragon unleashes her full fury,
attacking to kill and offering no quarter.
When attacked, the dragon breathes a shaft of raw energy on the heroes, then follows up with melee
counterattacks. Ultimately, she tries to swallow the heroes' leader whole, repeatedly assailing him until
she succeeds.
Characters
No matter how well the heroes handled themselves during the tests. Clang enjoyed watching them
struggle with the problems she had set before them. A description of this dragon, along with her game
information, appears in Chapter One.
Outcome
No matter what the outcome of the three tests, any items the heroes acquired during them vanish when
they leave Clang's presence.
- If the group passed all three tests, Clang tells them to climb aboard - she'll fly them to the Tower. The
Narrator may turn to Scene Seven.
- Assuming the heroes failed only one or two tests. Clang points to a path through the forest and tells
them to follow it to the Tower. The adventure continues with Scene Six.
- If the heroes failed all three tests, the dragon tells them sternly that they can't visit the Tower. She
attacks if the group doesn't withdraw.
Should the heroes withdraw, they see Trenna hang back, then rush back to Clang's glade. The last they
see of the sorceress is Clang's claw closing over her.
In any case, the adventure comes to an end here for the heroes.
Scene Six: Gully Dwarves
The heroes failed one or two of Clang's tests - not a great showing. The path the dragon indicated leads
them to the ruins of Mann, an abandoned dwarven fortress now home to gully dwarves.
Overview
The dragon inspired the gully dwarves to lay some clever traps.
Getting Started
Secrets of the Tower, Chapter Two, offers a brief history of Mann. These ruins consist of miles and
miles of looping tunnels originally built to allow the dwarf garrison to reach any part of the complex
quickly. After centuries of cave-ins and erosion, accurate navigation through the tunnels has become
impossible for newcomers.
Narrators should use the flow chart on the opposite page to track the heroes' progress through the tunnels
of Mann. Each area represents a feature, obstacle, or creature the heroes encounter. When they leave an
area, their leader makes a random draw from the Fate Deck. The card's aura (or in one case, its face
value) indicates where on the flow chart the party goes next. If the player does not draw one of the
colors indicated for the area, he should just draw again.
First Impressions
You make good progress down the path for a few days until it leads you out of the trees and begins a
torturous climb up a mountainside. It must be several thousand feet to the summit.
Behind and below you lies Wayreth Forest, spread out like a verdant blanket. You can't really make out
any distinctive landmarks except the Kharolis Mountains many leagues to the east. In any case, you sure
don't see the Tower of High Sorcery from here.
The Story Continues
No matter which direction the heroes decide to travel, they enter a cavern, courtesy of the Tower's
manipulations of spatial perceptions. One moment the group members are outside, and the next moment
they're underground.
Ancient skylights cut through the rock above admit some light. Through the gloom, the heroes can see a
stone wall ahead, topped by battlements. Three massive arches with portcullises pierce the wall. Small,
glittering piles lie here and there near its base.
Atmosphere
The "Characters" section offers some background to help Narrators portray the always-entertaining gully
dwarves. Whenever the two clans living together in the ruins here mix, arguments undoubtedly erupt.
Anyone who has ever seen the Three Stooges on television has a good idea of how the gully dwarves act
toward each other.
Actions
The heroes begin their trek through the tunnels at the top of the flow chart in the space marked
"Start/Wall." Should they approach the wall, the Narrator should refer to the "Wall" section below. If
they poke around the cavern, they discover several tunnels but no obvious way out. Exploring a tunnel
takes them to either the "Treasure," "Trap," or "Prison" spaces on the flow chart, also described below.
Each space on the chart is connected by a length of tunnel.
The Wall
This wall before the heroes once served as one of Mann's inner defenses. The piles of glittering objects
are X-shaped mounds of golden coins and rock crystals (the latter might look just like diamonds to the
heroes). If a hero rummages in a pile, a gully dwarf up on the battlement tugs on a rope and drops a ton
of debris from a net.
Avoiding this trap requires an average Agility action from everyone within melee range of the hero who
touched the pile. Failure results in 5 damage points (armor and shields don't apply). A mishap results in
10 damage points. Heroes who survive the trap hear gales of laughter.
If the heroes don't touch the gold, they hear a scuffle from above. "Stupid Thim, told you it not work."
"Who you call stupid?" comes the reply. "I not have dumb name like 'Mann!'"
Two gully dwarves watch the heroes from the battlement. To pass beyond the wall, the heroes must give
a password. The trouble is, the guards don't remember what it is. This causes another scuffle, which ends
when one of the guards points to the heroes and announces, "They must give!" Anything the heroes say
will do. After they give a password, the guards lift a portcullis and they may proceed through the tunnel.
Heroes can scale the wall with a challenging Agility action. The effort takes three minutes, and the
guards hurl weapons and stones at the climbers the whole time. Before the climbers reach the
battlements, however, the two gully dwarves flee. If all the party members reach the battlements, they
can proceed from there but still must play a card to see where they go next.
Treasure
The treasure chamber at the end of the tunnel once served as a storeroom for a temple within the
fortress. Among the wrecked furniture, the heroes can find several golden chalices and a sleeping gully
dwarf, easily captured. The fellow, whose name is Veek, wrings his hands and warns the heroes not to
take any "shiny things," or the "old dwarf" will get mad. The old dwarf lives in a big room nearby, he
says.
If ordered to lead the heroes out of the complex, the gully dwarf will lead them to the crypt, where he
can escape while its resident wight attacks the group. Otherwise, the heroes' leader plays a card to see
where they go from the treasure room.
Trap
Entering a long corridor, the heroes travel a few feet, then find shards of broken glass and wine stains on
the floor. They can either continue or turn back. If they continue, their footfalls dislodge wine bottles
attached to the ceiling with ropes. The bottles swing down and strike any heroes who fail at an average
Agility action. Injured heroes incur 8 damage points, or 16 points in the event of a mishap.
Prison
The gully dwarves keep a Kapak draconian imprisoned in the ruins, in a cell under what looks like a
drain grate. The draconian lies quietly, waiting for someone to step on the grate. After achieving
surprise, it grabs the scout's leg. Avoiding surprise in this instance is a challenging Perception action for
the party, because the kapak can lie very still.
The draconian won't let go of its victim's leg until it gets some water or until the heroes pry it loose.
Getting loose is an average Strength (Strength) action. The scout attempts the action, but another hero
can help by adding half his Strength score to the action score. If the heroes give the Kapak some water,
it asks for food, too. Once fed, it offers to show the group the way out.
Assuming the draconian can't grab anyone, it begs the group for food and water. Opening the grate to
comply requires a challenging Strength or Dexterity action. If released, the kapak keeps its word: It
leads the group to the Armory, then outside. No card play is necessary when the draconian leads.
Crypt
An ancient dwarf wight lives in a crypt within the ruins - it's the "old dwarf" the gully dwarf in the
treasure room mentioned. The wight launches itself first at anyone carrying an item from the treasure
room.
If the heroes have captured Veek, he wiggles free at that moment and vanishes into a side tunnel unless
the hero guarding him succeeds in a challenging Perception (Reason) action. If Veek can't escape, he
leads the party to the Chute.
Armory
A rubble-choked room at the end of a tunnel once served as the central armory for the fortress. Amid the
debris, the heroes can find any medium or heavy weapon, armor, or shield they desire (see the Book of
the Fifth Age, Appendix Two). If the draconian from the Prison led the heroes here, he grabs a sword
and shield and urges the others to follow him to the exit.
No matter how the heroes came here, they can each grab three items from the pile safely. The moment
anyone grabs a fourth item, the chamber collapses.
In the event of a collapse, everyone inside the Armory must attempt a challenging Agility section.
Failure results in 15 damage points and forces the hero to drop the last thing he grabbed. Should the hero
suffer a mishap, he incurs 30 damage points and drops everything he grabbed.
Heroes can draw one card from the Fate Deck for every item they carry out of the Armory. Anyone who
draws a Moons card has found an item of distinction (an enchanted item with a +2 magical bonus). A
Dragons card causes the item to break the first time it's used.
Chute
An underground river flows out of a wall at a point in the tunnel and plunges hundreds of feet into a
chasm. Crossing this area safely requires a challenging Agility action from each hero. If they rope
themselves together or take other precautions, the action becomes automatically trump. Failure results in
a fall that inflicts 10 damage points. A mishap here causes a hero to lose all his cards as he plunges into
the chasm.
If the heroes have their gully dwarf prisoner, Veek, at this point, he tries to escape again (see "Crypt").
Throne Room
The heroes open a door and step into a vast chamber where two outlandishly dressed gully dwarves -
Highmanns Smed and Highthim Klesch, the clan leaders in This Place - are having an argument. If the
heroes act politely, the leaders treat them to a feast (a dubious honor) and lead them out of the ruins.
Should the heroes attack or behave rudely, the clan leaders escort them all back to the "Start/Wall" area,
where they become subjected to several volleys of debris from another overhead trap. The leaders
escape in the confusion, and the heroes must thread their way back through the complex again.
Out
Finally, the heroes find a passage that leads outside, which allows them to proceed to the next scene.
Characters
The draconian prisoner in this scene has been stuck in his cell since the Dragon Purge. The gully
dwarves have come to think of this Kapak as a sort of dangerous pet. It's always hungry and desperate to
escape.
The wight in the Crypt, the remnant of a dwarf priest from the Age of Might, remains possessive of the
items in the fortress's ruined chapel (treasure room).
Gully Dwarves
Gully dwarves are slovenly creatures who can't even count to three. Their language is a patios of words
created and forgotten in the space of a week.
For all that, gully dwarves can be cunning. They value survival and would rather grovel before an
enemy than fight, though they prefer retreating to groveling.
The gully dwarves in this scene come from two rival clans. The Mannses, the more numerous group,
came to This Place (as they sometimes call their home) during the Time of Light and eventually adopted
the name of the fortress as their clan name. Their leader, Highmanns Smed, is a great admirer of the
copper dragon Clang, who not long ago drove out a force of draconians that had enslaved the gully
dwarves. Smed believes the gully dwarves can stay safe by being clever, like Clang.
The less numerous Thim clan arrived during the War of the Lance. The Thims included groups from
several clans displaced by the war. The Mannses, resenting the newcomers'jokes about their clan name,
began referring to the new arrivals with scorn as "Them." Owing to the variability of gully dwarf
language, "Them" became "Thim," and the name stuck. The Thims' ruler, Highthim Klesch, supposedly
shares authority with Smed. In practice, though, few gully dwarves obey either leader.
Gully dwarves dress in whatever rags they can get their hands on. They carry an odd assortment of
bludgeons, axes, and daggers that they can throw or use in melee combat. The two clan rulers,
Highmanns Smed and Highthim Klesch, array themselves in salvaged finery. Both resemble filthy little
mannequins clothed by a drunkard in a dark room.
The Mannses and the Thims: Gully dwarves, varied demeanors, Rabble, Co 8, Ph 6, In 2, Es 5, Dmg +1,
Def -1, also thrown weapons.
Clan leaders Smed and Klesch: Gully dwarves, stubborn demeanors, Novices, Co S, Ph 6, In 3, Es 5,
Dmg +1, Def -1, also thrown weapons.
A Kapak: Draconian, motivated demeanor, Adventurer, Co S, Ph 6, In 5, Es 7, Dmg +2, Def -3, also can
glide, paralyze with its bite, dissolves into acid on its death.
A wight: An undead creature, Co 6, Ph 12, In 5, Es 7, Dmg +4, Def -2, also Presence drain.
Outcome
When the heroes finally exit the ruins of Mann, the adventure continues with Scene Seven.
Scene Seven: The Tower at Last
The heroes enter the Tower of High Sorcery and meets one of the residents.
Overview
The sorcerer who meets the heroes seems grumpy and tells them to come back tomorrow - he represents
one final obstacle for the group.
Getting Started
Chapter Three of Secrets of the Tower contains descriptions of the Tower's courtyard and foretower.
Floor plans of these areas, as well as an illustration of the Tower complex, appear on the poster map.
The sorcerer who meets the heroes in the foretower, an old man named Grevasse, is detailed in Chapter
One.
First Impressions
If Clang carries the heroes here from Scene Five, she drops them off at the gate and tells them to enter
and go directly to the front door. Assuming the heroes passed through Mann on their way here, they step
out of the woods and find themselves at the front gate, too.
You stand before the Tower at last, and you see that it is, in fact, many towers, not just one. Two great
conical columns soar up almost into the clouds. Between them rise two smaller central spires. A wall in
the shape of a triangle surrounds, the four central towers; the small tower at each corner makes seven in
all.
The whole edifice seems made from one unbroken piece of obsidian polished to a mirror shine. Though
mostly smooth, the walls bear thousands of inscribed magical runes, testaments to the arcane power of a
bygone age. Some runes seem no larger than those you might find on a written page, but others are as
tall as houses.
The glossy walls shine brilliantly in the sunlight, despite their blackness, the main towers seem a little
crooked at the top, but you can't be sure - perhaps it's a trick of the light. All the towers and walls have
smoothy curved tops. The place has no battlements; but then, would a bastion of magic even need them?
A pair of closed gold and silver gates as delicate as spiderwebs rises over you. Beyond lies an empty
courtyard paved with gray stones, and past that, in one of the small central towers, stands a plain
wooden door.
The Story Continues
The heroes need only push open the gates (which close behind them) and walk across the courtyard.
When they approach the wooden door, it opens by itself.
Once inside, they find a few hard chairs to sit on and see two other doors that won't open. A well-
thumbed book lies open on a stand next to the door where they entered. Before the heroes can get into
trouble (by breaking down a door or stealing the book), they meet Grevasse, the doorkeeper today - and
most days.
The old sorcerer knows the heroes wouldn't be here if they weren't welcome, but he doesn't know them
so he's not about the let them past the entry room unchallenged. He considers this a matter of etiquette -
first-time visitors to the Tower should have to display graciousness before entering.
First, Grevasse demands to know how the heroes got in and why they've come. However, he hurriedly
cuts them off before they can even answer - everyone's busy, he says: Come back tomorrow.
If Clang brought the heroes to the Tower and the heroes tell Grevasse so, the sorcerer does a double-
take, then stalks over to the book on the stand. He flips several pages, then declares that arriving on
dragonback merits a meeting with the Master. Otherwise, the heroes must somehow convince the
sorcerer that they have important business here. If all else fails, a demonstration of magic from Trenna
gets Grevasse's attention. "Yep, demonstrations of High Sorcery merit an audience with the Master," he
says, after consulting the book.
Atmosphere
The windowless room where this scene takes place seems cavelike and gloomy after the group's trip
through the forest. The heroes' shadows loom large on the room's black walls, amorphous spots of
deeper blackness.
Grevasse works hard to make the heroes feel awkward. While the heroes attempt to make their case for
visiting the Tower, the Narrator should mention that the old sorcerer produces a rag and makes a show
of polishing one of the room's bronze torch holders. He pretends to forget about the heroes while he
works, and when he "notices" them again he demands to know why they haven't left yet. If the heroes
have been speaking, they have to repeat what they've said.
Actions
Convincing Grevasse to let the heroes stay requires several minutes of explanation and an easy Presence
action.
Characters
Full information on Grevasse appears in Chapter One.
Outcome
This scene has several potential outcomes:
- Should the heroes agree to leave and return the next day, they must play through a variant of this scene
again.
- If they attack Grevasse, they find themselves instantly in the Tower dungeons (see Chapter Two).
- Assuming they convince Grevasse to let them stay, the adventure pro- ceeds to Scene Eight.
Scene Eight: The Master
When the heroes finally convince Grevasse they've come to the Tower for a good reason, the old man
consults the book in the foretower and through its magic speaks briefly with the Master (see the
foretower's description in Secrets of the Tower, Chapter Three).
Overview
The Master has recognized Trenna as Ventyr, the artifact that almost destroyed the Tower in the Fourth
Age, and has resolved to deal with her forthwith. He has a vague idea of why the heroes have come,
courtesy of his ability to detect people's desires to find the Tower, but he wants to speak with them about
their trip and learn the details.
Getting Started
Chapter Three of Secrets of the Tower contains descriptions of the Master's study and the hallway
leading to it; both areas also appear on the poster map. The items of magic described in the "Outcome"
section are detailed in Chapter Four of Secrets of the Tower.
The Master himself is described in Chapter One of this book (as are Grevasse and Trenna), with
additional information on his powers in Chapter Three of Secrets of the Tower.
First Impressions
Grevasse says the Master wants to see all the heroes, the old man closes the book and leads them to a
study on the second floor of one of the tall towers.
The crazy old man leads out a door and up a curving staircase. There are no windows and hardly any
light penetrates from the foyer. Surprisingly, you find you have some difficulty keeping up with the old
geezer as he pads steadily up the stairs.
At the second landing, your guide veers left and heads down a shadowy hall. A narrow window at the
far end sheds some light, but little reaches you.
The old man stops before a door many paces short of the window and gives a curt knock. As the door
opens, your guide announces your names.
The Story Ends
Grevasse knows the heroes' names, even if they didn't introduce themselves - the magical guest book in
the foretower revealed them.
The Master is sitting at his desk when the heroes enter. Grevasse slips in behind them, quietly closes the
door, and goes to stand next to the fireplace. The heroes find a comfortable armchair for each of them
arranged in a semicircle before the desk. Once they have seated themselves, the Master passes around a
plate of warm cookies.
This dark, robed man welcomes the heroes to the Tower, but furrows his brow at Trenna. A quick
(instantaneous) spell from him transforms her to gauntlet form, which Grevasse quickly scoops from the
chair.
If the heroes object, the Master explains that their companion was no woman, but a powerful artifact that
once caused him a lot of trouble. (He has inadvertently given the heroes a clue to his true identity, since
he wasn't around when Ventyr "caused trouble.")
Any heroes who start a fight find themselves in separate cells in the dungeon (see Chapter Two). After
an hour or so, each captive receives a mental message from the Master, asking whether he has gotten his
violent impulses out of his system and now feels ready for a civilized conversation.
The Master asks the heroes for an account of their trek to the Tower. Two details pique his interest: the
Dark Knights' appearance and the involvement of the dwarves of Thoradin. He murmurs something
about seeing that Knights do not wander so far afield again. (He realizes he transported them
inadvertently.)
Ventyr was entrusted to the dwarves of Thorbardin in the Fourth Age, the Master notes. He wonders
aloud whether Severus Stonehand, recently crowned High Thane of Thoradin, had leave to take the
gauntlet from Thorbardin with him. He congratulates the heroes on solving a case of apparent theft -
though not the theft they had heard about.
Atmosphere
The Master goes out of his way to seem cheerful in this scene, and his study is very homey, with a fire
burning in the hearth and sun streaming through the windows. Before sending belligerent heroes to the
dungeon, he does what he can to soothe their tempers or fears.
Even Grevasse tries to make the group feel at home. He drops his bluster and tries to lighten the
atmosphere with a joke here or amusing quip there.
Actions
The scene should require no unusual actions from the heroes.
Characters
The three characters in this scene are fully described in Chapter One.
Outcome
Assuming the heroes don't antagonize the Master, he happily presents them with a protection scroll of
their choice, and five pinches of dust of appearance, both drawn from the Tower's stores.
If they gave a particularly good account of their trip (Narrator's decision), he also offers them Sunglory,
a broad sword of renown (+4 magical bonus) that glows like a lantern at its wielder's command.
The Master also invites qualifying heroes to undertake a Test of High Sorcery (see Chapter Three).
After the heroes' chat with the Master of the Tower, the Narrator should turn to the Afterword in the
Epilogue (page 96).
Epilogue
Scene One: Banshee
Narrators can insert this optional scene into Act One at any point or into Act Two after Scene One has
ended.
Overview
This scene adds an element of danger to the adventure and gives the group a chance to pick up some
extra loot.
Getting Started
The banshee attacking the heroes in this scene radiates an aura of death that poses a real threat, as
explained in the Book of the Fifth Age, Chapter Six.
The scene works best if the Narrator has periodically asked the players to describe the heroes' camping
arrangements when they're on the move and has occasionally called for a Perception action from the
scout when it's time to stop for the night. That way, this scene's opening seems like just the end of
another day.
Chapter Four of Secrets of the Tower describes the brooch of Imog the heroes might find in this scene.
First Impressions
The scene begins when the heroes have found a good spot off the path to make camp for the night.
It's been a hard day, and this looks like a good place to camp. You see the remains of a campfire left by
previous travelers, and the surrounding trees seem to offer plenty of fuel. The sound of flowing water
comes to you from close by, and a grassy rise not tar from the fire pit. should provide a good sleeping
area. The grass looks deep and soft. Even if it rains, the rise should remain fairly dry. The clouds
overhead don't look like rain clouds, but you never can tell.
The Story Continues
The campsite is everything it seems to be - and more. A banshee's grave lies nearby, which explains why
the grass on the rise grows unchecked.
After sundown, the night grows chilly and dark; clouds obscure the moon and stars. Sometime after
midnight, the banshee rises and stalks the area, crossing the stream and making its way through the
brush toward the camp. The creature's incorporeal body moves through the vegetation without making a
sound, though a sentry on duty might hear some wild beast fleeing from the brush across the stream.
Atmosphere
Everything seems pleasant at first. Narrators can describe the sun setting behind the heavy clouds as
having painted the sky shades of purple and mauve. As the night deepens, however, the air grows cold
and the darkness closes in like a funeral shroud. The normal sounds of the night fade into ominous
silence. Whispering is appropriate here.
When it appears, the banshee looks like a moving shadow. Heroes at melee range get a glimpse of a
beautiful female elf face than turns hideously skeletal as the banshee releases a tortured cry and looses
its death aura.
Actions
Any heroes that stay awake can be considered sentries and may attempt average Perception actions as
the banshee approaches the camp. If successful, they hear some small creature crashing through the
brush and splashing across the steam. It's heading away from camp.
If the heroes investigate or prepare for an attack, the banshee cannot surprise them; they might even
surprise it, as the undead creature expects to find them all snoozing. Otherwise, the banshee has a
normal surprise chance and cannot be surprised herself.
Heroes who search the area find a pile of stones covered with ivy atop the rise. A successful challenging
Perception action reveals a jeweled brooch lying in the ivy as well.
The Battle
The banshee enters the camp at near missile range from the heroes. It attempts to close range, to assail
everyone within melee range with its death aura. Next, it tries to close to personal range and tear at the
closest victim. The creature attacks female elves in preference to other opponents.
If the heroes haven't lit a campfire or torches, they can barely see the banshee in the darkness, but she
functions without impairment. In a dark camp the heroes all suffer a -4 action penalty in combat against
the banshee.
The incorporeal creature breaks off the assault after: killing her first victim, when the heroes have
illuminated the camp with magical light, or after five minutes of melee combat. If the heroes pursue her
through the woods, she turns and fights until destroyed or magically compelled to flee.
Characters
In addition to the banshee, this scene may involve the heroes' previously established traveling
companions.
Banshee: Undead, Co 7, Ph 6, In 8, Es 7, Dmg +4, Def -5, also death aura.
Outcome
The piece of jewelry in the ivy is a brooch of Imog the banshee owned in life. Assuming the heroes
destroyed the creature, they can take the brooch without consequence. If they did not destroy it,
however, the banshee attacks every night until they return the brooch to the pile of stones.
Afterword
The heroes have covered lots of ground during their quest for the Tower and have made lasting
impressions - for good or for ill - on several characters.
The Villagers
The handful of townsfolk from the early scenes will remember the heroes for their deeds. Heroes who
rescued them from the Dark Knights become local celebrities and can expect royal treatment whenever
they return. The poor villagers have very little to give but are always willing to offer their saviors a meal
and a dry place to sleep.
If the heroes didn't lend a hand in rescuing the villagers, or had to be rescued themselves, the folk still
remember them fondly as fellow sufferers.
The Dwarves
The dwarves of Thoradin likely hold a very different view of the heroes. Word of their involvement in
this quest eventually gets back to Thoradin somehow. Even if no dwarves survived encounters with the
heroes, new scouting parties arrive in the area asking questions. They can easily guess the heroes had
something to do with Trenna's escape.
Unless the heroes actually managed to force Trenna back into gauntlet form and hand Ventyr over to the
dwarves, Thoradin will regard them as potential enemies. If the heroes actively defended Trenna, the
dwarves conclude that they must have been her accomplices all along. Even if the dwarves eventually
learn the truth about Trenna/Ventyr, they prove slow to forgive the heroes for their involvement.
If the heroes engineer Ventyr's return to Thoradin, however, the dwarves honor the promise they made
in Act Two and present each one of them with a weapon of distinction (+2 magical bonus). After
delivering the weapons, the dwarves consider their honor satisfied and the matter closed.
The Dragon
Clang has a long memory for those who do either very well or very poorly in her tests. She also
remembers everyone who doesn't find her antics amusing.
Should the heroes ever venture into Wayreth again, the copper dragon is there to meet them. Those who
impressed her with their wit will face whatever good-natured outrageous obstacle Clang has placed in
their path: a parade of singing porcupines, maybe. If they didn't appreciate her efforts - which she felt
she made entirely for their own edification - the dragon's next pranks might take on a deadly edge.
Perhaps she uses geomancy to constrict their armor or bend their weapons.
Tower Residents
The Master and other denizens of the Tower pay little attention to the heroes, no matter what they did.
The Master believes that giving them the rewards he offered relieves him of further obligations. If the
party acted boorish in the Tower, the Master shrugs off the incident as arising from ignorance.
However, heroes that take and pass a Test of High Sorcery become members of the Tower community.
They can freely visit anytime (though they still must deal with Clang, if she's in a bad mood) and consult
its libraries.
Further Adventures
The ruins of Mann hold enough mysteries to keep any group of heroes busy for years. The resident gully
dwarves provide a constant nuisance and comedic element, but the deeper levels might hold skulking
draconians, undead monsters, and hidden treasures.
If the heroes acquitted themselves well against the Dark Knights, they might find themselves invited to
get involved in the Qualinesti rebellion - on either side. Beryl, Gilthas, Porthios, or the Legion might be
impressed enough to make offers.

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